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Returning 35 results for 'conviction rule genies to her reasons'.
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Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Backgrounds
Sword Coast Adventurer's Guide
good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which
number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options
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
expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar
, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind
races
Mordenkainen Presents: Monsters of the Multiverse
Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
Mordenkainen Presents: Monsters of the Multiverse
Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth.
An earth genasi’s skin can be the colors
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind
Inspiration
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll****y One at a
it.Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It's
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level to another. Astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reputation across 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 expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rule: Loyalty Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those he or she doesn’t
death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rule: Loyalty Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those he or she doesn’t
death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum loyalty score is equal to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reputation across 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 expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level to another. Astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
with the barons and soldiers — you have to admire their conviction. And by protecting their own lands, they protect us as well.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
with the barons and soldiers — you have to admire their conviction. And by protecting their own lands, they protect us as well.”
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lutfullina
Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.
Wight
Motives 1d8 The Wight Returned from the Dead To...
1 Challenge anyone who passes near its grave on a certain cursed night.
2 Conquer the land it believes it should rule.
3 Continue
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your Heroic Inspiration to reroll one of those dice, not both of them. Heroic Inspiration
Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it
Inspiration and you already have it, you can give it to a player character in your group who lacks it.
Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
Only One at a Time. You can
Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your Heroic Inspiration to reroll one of those dice, not both of them. Heroic Inspiration
Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it
Inspiration and you already have it, you can give it to a player character in your group who lacks it.
Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
Only One at a Time. You can
Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lutfullina
Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.
Wight
Motives 1d8 The Wight Returned from the Dead To...
1 Challenge anyone who passes near its grave on a certain cursed night.
2 Conquer the land it believes it should rule.
3 Continue
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals
deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal’s life. The hag’s reasons might not become apparent for years or even decades, or won’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Social Contract of Adventures You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. In exchange, the players should go along with those hooks
discussions at the table. Some groups don’t mind putting the game on hold while they discuss different interpretations of a rule. Others prefer to let the DM make a call and continue playing. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The Social Contract of Adventures You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. (See “Draw In the Players” in chapter 4 for advice on this
adventures for them. Rules Discussions Work out a policy about rules discussions at the table. Some groups don’t mind putting the game on hold while they discuss different interpretations of a rule. Others
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals
deliver a mysterious letter at a crossroads at noon on a certain day could be the key to ruining the mortal’s life. The hag’s reasons might not become apparent for years or even decades, or won’t be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even the least of their people can work magic. Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with
the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert