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Returning 35 results for 'constant willing rules'.
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constantly willing rules
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Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
with getting revenge on the officials who raided the original guildhall and killed Pyrite, who was like a brother to Delour. Though Delour is perfectly willing to backstab most people, he treats Augustus
Monsters
Mythic Odysseys of Theros
cultists eagerly offered themselves up to the medusa’s petrifying gaze in hopes of gaining Pharika’s favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan
;s victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality
aboleth flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy
Backgrounds
Ghosts of Saltmarsh
leather pouch with 15 gp
FEATURE: DOWN LOW
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Backgrounds
Ghosts of Saltmarsh
ten other people each day.
FISHING TALE
You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM
might not.
D6
IDEAL
1
Camaraderie. Good people make even the longest voyage bearable. (Good)
2
Luck. Our luck depends on respecting its rules — now
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Using This Supplement Here are ways to use this supplement in concert with Tomb of Annihilation: With your consent, one or more players can create tortle characters using the rules in the “Tortle
encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see “Tortle Guides").
The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mounted Combat A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting During
Prone condition (see the Rules Glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city it rules has a hand in almost every business deal across the region. The Mastermind archetype is the perfect way to represent an ambitious member of Greyhawk’s thieves’ guild. Willing to take
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mounted Combat GABOLEPS Astride a giant seahorse, a
paladin adventures underwater A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as
a mount, using the following rules. Mounting and Dismounting During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
they steal and destroy. Skella is willing to parley with adventurers and stay out of their way in exchange for a chance to plunder more of the dungeon and leave in one piece. Her lawful nature means
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
full of creatures that perfectly suit a storyline of supernatural horror. The most important element of such a campaign, though, isn’t covered by the rules. A dark-fantasy setting requires an
atmosphere of building dread, created through careful pacing and evocative description. Your players contribute too; they have to be willing to embrace the mood you’re trying to evoke. Whether you want to run
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
Child of a Savage Land. You were born into a lawless realm where violence was the only constant. How have you adapted to life on the other side of the Labyrinth? Are you superstitious, refusing to adapt
inhabitants have vanished in a single night, leaving all their possessions behind. Today it’s known as Desolate, and it awaits the next band of settlers willing to stake their claim.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Resolute as a constant reminder of this principle. Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty
, responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time to time while following in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reconquest by the dwarves. Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of grievances against
, Worldthrone, Wyrmslayer, and Yund.
Some dwarves hail from the family that founded or rules a given clan, and so they use the clan name as their family name. Others are simply “of” the clan, but bear the clan name with as much pride as their own surnames.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
— Dispater
Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons
unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave
, becoming Strahd’s adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trickery Domain Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
avoid her. The characters are Ireena’s best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party
burgomaster’s heart couldn’t stand the constant assault, and he died three days ago. Strangely, since his death, the house has not come under attack. She says that no one from the village has been
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However, Chipgrin has learned of the mysterious figure controlling the
oozes, and he hopes to use that information to strike a bargain. If the characters are willing to hear what he has to say, Chipgrin goes on to describe the creature he refers to as “the Pudding King
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
library. Ulthar is infinitely patient, always welcoming any chance to discuss history with visitors. Of the three librarians, he is the most willing and likely to spend time with the library’s guests
characters bring news about the demon lords in the Underdark, they have Urmas’s immediate and full attention. Ustova The Keeper of the Future, Ustova is a seer who spends most of her time in constant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wyrmling with its mouth open.
Slaad. Two invisible gray slaadi in their natural forms flank the arch. The slaadi are Halaster’s willing servants and attack anyone who approaches the arch or emerges from
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
sending stones. The dwarves offer these magic items to anyone willing to kill the ochre jellies in area E5, search the temple for other obvious threats, and make it safe. Eager to resume their excavation
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
this tree, and she’s willing to give it to the party—for a price. Gazaia requests any magic item in exchange for the fruit and will take no other payment. Kender
The NPC Riffel is a kender werewolf
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
rules they are charged with enforcing, cleaving to the spirit of the law when the letter no longer serves justice. Because the Guildpact — the one force on Ravnica that can keep the guilds from
on constant alert for military threats. They work to maintain their fortifications to ensure that they aren’t overrun by Gruul marauders. Construction proceeds on new strongholds near Gruul territories
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
buildings are constant, and anything not nailed or tethered down is as good as lost. The gusts gnaw at Bedlam’s residents just as they do its structures. The citizens’ patience, manners, and joy dwindle in
base of Sablereach. Six iron blastgates bore through the ebony arm, each spewing a constant jet of bitingly cold wind that wails as it exits. Those stalwart enough to reach a blastgate can eventually
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Northedge. The ogres of the Cogs are fond of tugs-of-war, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the






