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Returning 35 results for 'conviction raging giving to her resolve'.
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classes
share the following tenets:
Reveal heresy and destroy those who practice it.
Show unwavering conviction and unflinching resolve.
Perform any sacrifice necessary to stop wickedness.
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. Restriction: Dwarves Only Only dwarves can follow the Path of
” sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. Restriction: Dwarves Only Only dwarves can follow the Path of
” sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, 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
.
A kobold’s cautious nature doesn’t mean it can’t get angry. The blood of dragons flows in its veins, and like a raging drake, a kobold that is pushed too far or has its back
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
.
These Paladins share the following tenets:
Reveal heresy and destroy those who practice it. Show unwavering conviction and unflinching resolve. Perform any sacrifice necessary to stop wickedness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
give an initial focus to the campaign—setting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavern—but it’s their favorite tavern. The bard
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Silt Flats. The water is thick with soil and sludge, turning into muddy ground before giving way to the great swamp that is the Para-elemental Plane. Plane of Water Adventures The nature of water is
. Given time, it can erode all in its path. Elemental Evil emphasizes the erosive power of water, as well as the destruction wrought by surging tides, deadly maelstroms, and raging torrents. Cultists
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters come upon a low wall that the grippli have constructed to keep sea creatures away from the village and to protect the lagoon on the other side from rough water when a storm is raging. This
attention by making an undue amount of noise during their approach or giving themselves away with a display of flashy magic. If they do so, a squad of five yuan-ti purebloods ambushes them soon after
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Silt Flats. The water is thick with soil and sludge, turning into muddy ground before giving way to the great swamp that is the Para-elemental Plane. Plane of Water Adventures The nature of water is
. Given time, it can erode all in its path. Elemental Evil emphasizes the erosive power of water, as well as the destruction wrought by surging tides, deadly maelstroms, and raging torrents. Cultists
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters come upon a low wall that the grippli have constructed to keep sea creatures away from the village and to protect the lagoon on the other side from rough water when a storm is raging. This
attention by making an undue amount of noise during their approach or giving themselves away with a display of flashy magic. If they do so, a squad of five yuan-ti purebloods ambushes them soon after
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oblivion (on the Plane of Earth) is called the Silt Flats. The water is thick with soil and sludge, and turns into muddy ground before giving way to the great swamp between the planes. At the other
Water and is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oblivion (on the Plane of Earth) is called the Silt Flats. The water is thick with soil and sludge, and turns into muddy ground before giving way to the great swamp between the planes. At the other
Water and is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll
resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them all. Inside the Whorlstone Tunnels, however, the derro is distracted by ever-present threats, giving the party the best chance to catch him. The characters can fight Droki by the tunnels’ entrance
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll
resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them all. Inside the Whorlstone Tunnels, however, the derro is distracted by ever-present threats, giving the party the best chance to catch him. The characters can fight Droki by the tunnels’ entrance
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
4 Awakened walrus (see appendix C)
Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
4 Awakened walrus (see appendix C)
Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
three victories. They see the dragon tear down the House of Thalivar and fly away! To resolve the quest, go to Event 15: “Divine Contention.” The players scored three or more victories. The town’s archers
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
three victories. They see the dragon tear down the House of Thalivar and fly away! To resolve the quest, go to Event 15: “Divine Contention.” The players scored three or more victories. The town’s archers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
door, the unstable magic of this portal draws the characters back to the portal nexus, giving them no time to explore the ship. However, a successful DC 12 Intelligence (Arcana) check identifies the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
door, the unstable magic of this portal draws the characters back to the portal nexus, giving them no time to explore the ship. However, a successful DC 12 Intelligence (Arcana) check identifies the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
appreciation in return. Sometimes the deity reveals itself before giving the gift, and sometimes the item simply appears on the recipient’s pillow or in a loot sack. Typical gifts include a golden
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
appreciation in return. Sometimes the deity reveals itself before giving the gift, and sometimes the item simply appears on the recipient’s pillow or in a loot sack. Typical gifts include a golden
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
. Level 18: Survivor You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving