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Returning 35 results for 'consult rein get to have reason'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don’t take shelter under stone
surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they’re living in a dream and that their actions have no real
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Backgrounds
Sword Coast Adventurer's Guide
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Backgrounds
Sword Coast Adventurer's Guide
Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people
masses.
4
I take great pains to always look my best and follow the latest fashions.
5
I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
throw my weight around to make sure I get my way.
8
I enjoy breaking delicate works of art. And fingers, which are sort of the same.
Ideals
d6
Ideal
1
Guild. My
Classes
Tasha’s Cauldron of Everything
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
memories of war. I can’t get the images of violence out of my mind.
3
I’ve lost too many friends, and I’m slow to make new ones.
4
I’m full of inspiring and cautionary
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
Backgrounds
Baldur’s Gate: Descent into Avernus
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
;
Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some
prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, some members are highly respected while others are seen as dangerous for one reason or another. What is your relationship to the hierarchy you’re a part of? Is your entire order held in particularly
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, some members are highly respected while others are seen as dangerous for one reason or another. What is your relationship to the hierarchy you’re a part of? Is your entire order held in particularly
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
could handle. Calling forth a demon and failing to rein it in is a capital crime in most drow communities — an uncontrolled demon often spells disaster not only for the drow who pulled it from the Abyss
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
curry Lolth’s favor, or to accomplish something more devious. As long as both sides get what they want, these arrangements conclude without further incident. Every so often, a demon summoning goes badly
could handle. Calling forth a demon and failing to rein it in is a capital crime in most drow communities — an uncontrolled demon often spells disaster not only for the drow who pulled it from the Abyss
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Serving the Order What is the nature of your work for the religious order? As a group, consult the Religious Service table and work with your DM to decide what role you play—which likely shapes the
Exhortation. You work with the faithful at a grassroots level to get them to uphold their high ideals. 6 Dirty Work. As the radical zealots of your order, you sin so the other members of the order don’t have to.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Serving the Order What is the nature of your work for the religious order? As a group, consult the Religious Service table and work with your DM to decide what role you play—which likely shapes the
Exhortation. You work with the faithful at a grassroots level to get them to uphold their high ideals. 6 Dirty Work. As the radical zealots of your order, you sin so the other members of the order don’t have to.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
and what they want. You don’t need to be an actor or stand-up comedian to get good drama or humor out of your NPCs, but if you want to ham it up, here’s some advice: Relax. Don’t worry about
impressing your players with your thespian skills (or lack thereof). Get inside the NPCs’ minds. Imagine how they might react to the characters, and strive to be realistic. Mug it up. Scowl, smile, snarl
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
and what they want. You don’t need to be an actor or stand-up comedian to get good drama or humor out of your NPCs, but if you want to ham it up, here’s some advice: Relax. Don’t worry about
impressing your players with your thespian skills (or lack thereof). Get inside the NPCs’ minds. Imagine how they might react to the characters, and strive to be realistic. Mug it up. Scowl, smile, snarl
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Festival of the Blazing Sun The Festival of the Blazing Sun takes place three days after the characters first arrive in Vallaki. You can delay the festival if the characters get waylaid or drawn
guards fail in their duty, the burgomaster retreats to his mansion and the townsfolk flee to their homes, giving the characters free rein in town.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Festival of the Blazing Sun The Festival of the Blazing Sun takes place three days after the characters first arrive in Vallaki. You can delay the festival if the characters get waylaid or drawn
guards fail in their duty, the burgomaster retreats to his mansion and the townsfolk flee to their homes, giving the characters free rein in town.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
them as agreed. Even if Varrel didn’t get new evidence to use against Sincerity, he plans to keep working the case and see the missing locals saved in accordance with the law. If the characters got
of the characters. After the characters complete their investigation, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination. CoupleOfKooks
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
chapter). Wildspace settlements sell basic fishing equipment for 1 sp. For that, you get a pole, a line, a hook, and either a lure or some bait. At the end of each hour spent fishing, a character can
make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch. Fishing d10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
them as agreed. Even if Varrel didn’t get new evidence to use against Sincerity, he plans to keep working the case and see the missing locals saved in accordance with the law. If the characters got
of the characters. After the characters complete their investigation, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination. CoupleOfKooks
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
chapter). Wildspace settlements sell basic fishing equipment for 1 sp. For that, you get a pole, a line, a hook, and either a lure or some bait. At the end of each hour spent fishing, a character can
make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch. Fishing d10
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) check, and they find it easy to get her to visit him. Many methods might work, including conveying his interest in meeting her, pickpocketing something of hers and placing it by Hugo’s card stand, or fabricating a reason for Merriweather and Hugo to meet.
out of concern he doesn’t feel the same way. Characters acting on Hugo’s request to get an introduction to Merriweather can tell she reciprocates his feelings by succeeding on a DC 12 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) check, and they find it easy to get her to visit him. Many methods might work, including conveying his interest in meeting her, pickpocketing something of hers and placing it by Hugo’s card stand, or fabricating a reason for Merriweather and Hugo to meet.
out of concern he doesn’t feel the same way. Characters acting on Hugo’s request to get an introduction to Merriweather can tell she reciprocates his feelings by succeeding on a DC 12 Wisdom (Insight