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Returning 35 results for 'consisting reluctant goals to have rules'.
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Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
Backgrounds
Guildmasters’ Guide to Ravnica
reveal them. (Any)
4
Knowledge. I want to know as much as I can about this city and how it works. (Any)
5
Independence. I value the freedom to pursue my own goals without interference
d6
Flaw
1
I like secrets so much that I’m reluctant to share details of a plan even with those who need to know.
2
I would let my friends die rather than reveal my true
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones
tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.
The Tabaxi Obsession table can help hone your character’s goals. For extra fun, roll a new
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. “The Ordning” explores the relationships among and within different giant kinds, with a focus on the ordning’s role in driving adventures. “Gods and Religion” describes a pantheon of gods consisting of
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Loyalty Having the adventurers leading an expanded party gives you the opportunity to use the optional loyalty rules in chapter 4, “Creating Nonplayer Characters,” of the Dungeon Master’s Guide. You
can track the loyalty scores of groups of NPCs, such as those belonging to each faction, rather than having to track NPCs individually. The characters must balance the goals and bonds of their followers in order to maintain and improve their loyalty.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Loyalty Having the adventurers leading an expanded party gives you the opportunity to use the optional loyalty rules in chapter 4, “Creating Nonplayer Characters,” of the Dungeon Master’s Guide. You
can track the loyalty scores of groups of NPCs, such as those belonging to each faction, rather than having to track NPCs individually. The characters must balance the goals and bonds of their followers in order to maintain and improve their loyalty.
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Legendary Magic Items Adventurers and villains often need legendary magic items to accomplish their goals. Such items aren’t easy to acquire. They might be found in the hands of dangerous
&D game, so use these items with caution. Rules for magic items appear in the Dungeon Master’s Guide. A collection of magic items for The World’s Greatest Roleplaying Game
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Legendary Magic Items Adventurers and villains often need legendary magic items to accomplish their goals. Such items aren’t easy to acquire. They might be found in the hands of dangerous
&D game, so use these items with caution. Rules for magic items appear in the Dungeon Master’s Guide. A collection of magic items for The World’s Greatest Roleplaying Game
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
reluctant to speak up, remember to ask them what their characters are doing.
Be fair. Use your powers as Dungeon Master only for good. Treat the rules and the players in a fair and impartial manner.
Pay
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
reluctant to speak up, remember to ask them what their characters are doing.
Be fair. Use your powers as Dungeon Master only for good. Treat the rules and the players in a fair and impartial manner.
Pay
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your territory. 4 Internal Affairs. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group. 5 Assassination. Your work
, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your territory. 4 Internal Affairs. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group. 5 Assassination. Your work
, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
personalities, goals, and tactics. For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play in the
’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter. For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
personalities, goals, and tactics. For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play in the
’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter. For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
personalities, goals, and tactics. For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play in the
’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter. For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
personalities, goals, and tactics. For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play in the
’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter. For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they are the clockwork of time throughout the cosmos—that time itself would stop if the gears ceased their turning. Other theories propose that the cogs uphold the basic rules and order of the cosmos
character to set aside personal goals for the benefit of the group (or the greater cause of cosmic law), or alternatively it might encourage characters to assert their own individual identities, distinct from the party and possessing their own goals and needs.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
headquarters. Recruitment As they travel across the multiverse, knights of the Solar Bastion frequently encounter other individuals whose goals and interests align with their own. These encounters offer
as their goals align. Often, the adventurers in these arrangements have no knowledge of the knight’s true allegiance, and the knight rarely explains the Solar Bastion’s purpose unless that information
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
headquarters. Recruitment As they travel across the multiverse, knights of the Solar Bastion frequently encounter other individuals whose goals and interests align with their own. These encounters offer
as their goals align. Often, the adventurers in these arrangements have no knowledge of the knight’s true allegiance, and the knight rarely explains the Solar Bastion’s purpose unless that information
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Leprechaun Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud
adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
helpful ones. The most important thing to remember about being a good DM is that the rules are a tool to help you and the players have fun. The rules aren’t in charge. You’re the DM — you’re in
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
helpful ones. The most important thing to remember about being a good DM is that the rules are a tool to help you and the players have fun. The rules aren’t in charge. You’re the DM — you’re in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Leprechaun Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud
adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
examples:
Accomplishing one in a series of goals necessary to complete the adventure. Discovering a hidden location or piece of information relevant to the adventure. Reaching an important destination
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, as well as the number of cards they intend to draw. Otherwise, the deck’s magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for
, spurring an adventure that draws the characters’ attention. While the decks aren’t sapient and have no thoughts or goals of their own, many people report feeling a compulsion to draw from decks whenever they are near.