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Returning 35 results for 'constant return guild to her related'.
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Monsters
Acquisitions Incorporated
and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith.
Though retired from active service to her deity, Prophetess
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Backgrounds
Sword Coast Adventurer's Guide
as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught
for someone worthy.
3
I owe my guild a great debt for forging me into the person I am today.
4
I pursue wealth to secure someone’s love.
5
One day I will return to my guild
Monsters
Bigby Presents: Glory of the Giants
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their
Monsters
Bigby Presents: Glory of the Giants
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their appearance
Backgrounds
Sword Coast Adventurer's Guide
looking for someone worthy.
3
I owe my guild a great debt for forging me into the person I am today.
4
I pursue wealth to secure someone’s love.
5
One day I will return to my
intrigues of interest in the group are.
Suggested Characteristics
Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Feature: Discovery
The quiet seclusion of your extended
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
Backgrounds
Baldur’s Gate: Descent into Avernus
of the Guild or pressed into dirty and dangerous work by unscrupulous masters.
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the
Backgrounds
Baldur’s Gate: Descent into Avernus
Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their
classes
to strike—or those who knew when to flee and return with a new plan.
Members of the Carver Guild are the Monster Hunters typically called upon when immediate danger threatens a settlement and
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fighter Fighters are common in almost every guild, with Dimir as the notable exception. In a world where constant tension among the guilds often blooms into physical violence, fighters are the core
of most guilds’ defenses. Fighter Subclass Guild Arcane Archer* Selesnya Battle Master Azorius, Boros, Orzhov, Selesnya Cavalier* Azorius, Boros Champion Azorius, Boros, Golgari, Gruul, Orzhov
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fighter Fighters are common in almost every guild, with Dimir as the notable exception. In a world where constant tension among the guilds often blooms into physical violence, fighters are the core
of most guilds’ defenses. Fighter Subclass Guild Arcane Archer* Selesnya Battle Master Azorius, Boros, Orzhov, Selesnya Cavalier* Azorius, Boros Champion Azorius, Boros, Golgari, Gruul, Orzhov
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
identity as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the
Suggested Characteristics Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
identity as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the
Suggested Characteristics Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your
Orc
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
that include channeling magic in the form of ki. Monk Subclass Guild Way of Shadow Dimir Way of the Four Elements Simic (focus on water- and air-related disciplines) Way of the Open Hand Selesnya, Simic Way of the Sun Soul* Boros *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
service, or a craft that supports by providing income. Houses are in constant competition with one another. They vie for money, for prestige, and, more than anything else, for power over others — the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
service, or a craft that supports by providing income. Houses are in constant competition with one another. They vie for money, for prestige, and, more than anything else, for power over others — the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
that include channeling magic in the form of ki. Monk Subclass Guild Way of Shadow Dimir Way of the Four Elements Simic (focus on water- and air-related disciplines) Way of the Open Hand Selesnya, Simic Way of the Sun Soul* Boros *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses or house members with eccentric interests and deep pockets. Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild The Xanathar Guild aims to secure this level, plunder it thoroughly, and return valuable items to Skullport to be sold, thus boosting the town’s sagging economy. There are two Xanathar
Guild watch posts on the level, and each one has a leader: a drow named Shunn “Spider Eyes” Shurreth commands the northern watch post at area 9, and a human berserker named Nadia the Unbent leads the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild The Xanathar Guild aims to secure this level, plunder it thoroughly, and return valuable items to Skullport to be sold, thus boosting the town’s sagging economy. There are two Xanathar
Guild watch posts on the level, and each one has a leader: a drow named Shunn “Spider Eyes” Shurreth commands the northern watch post at area 9, and a human berserker named Nadia the Unbent leads the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses or house members with eccentric interests and deep pockets. Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
; instead of faces they bore only the Orzhov’s black sunburst symbol. Small, ugly, gray-skinned servant creatures attended to their black capes.
— Doug Beyer, Return to Ravnica: The Secretist
Wealth is
financial, with the two functions closely related. As Ravnica’s dominant church, the Orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
; instead of faces they bore only the Orzhov’s black sunburst symbol. Small, ugly, gray-skinned servant creatures attended to their black capes.
— Doug Beyer, Return to Ravnica: The Secretist
Wealth is
financial, with the two functions closely related. As Ravnica’s dominant church, the Orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
conversation: Madame Samira Arah is the head of the Jewelers’ Trade, the guild for those who craft and deal in gems and jewelry. Due to her experience protecting the valuable assets of her guild, she
—the eldest daughter of Myx Nargis Ruba, another of the Kings of Coin—was attacked and nearly killed. Samira doesn’t know if the attacks are related but fears they might be. Samira wants to hire the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
conversation: Madame Samira Arah is the head of the Jewelers’ Trade, the guild for those who craft and deal in gems and jewelry. Due to her experience protecting the valuable assets of her guild, she
—the eldest daughter of Myx Nargis Ruba, another of the Kings of Coin—was attacked and nearly killed. Samira doesn’t know if the attacks are related but fears they might be. Samira wants to hire the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
difficult for any individual hunting guild to grow to the size or reputation of a mercenary band like the Company of Free Swords. Difficulty recruiting new hunters has been a constant issue for the guilds
larger contracts that require their combined skills and cover their increased costs. Other guilds are a looser associations of lone wanderers who gather once a year in a dusty guild hall to share news
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Deadwinter Day Feast The Fellowship of Innkeepers — in conjunction with the Bakers’ Guild, the Guild of Butchers, and the Vintners’, Distillers’, and Brewers’ Guild — decides to hold a Deadwinter Day
feast for the residents of Trollskull Alley. Broxley Fairkettle (see “Sample Guild Representatives,” chapter 2) asks the characters if they would be willing to host the feast in their tavern. He
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder’s mind accepts this attitude as normal and necessary — it is always alert
related, finding or fabricating a pattern out of supposed or actual randomness. By thinking of all these possibilities — however implausible they might be — and extrapolating its own actions in response
Kobold
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Species
Volo's Guide to Monsters
use for healing magic, and a sorcerer can meet most of the tribe’s other magic-related needs. Kobold shamans are very rare; priests of Kurtulmak, when they reveal themselves, are easily recognized
considered an adult. Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years — a longevity they attribute to being distantly related to dragons. A female can