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Returning 35 results for 'curses work resolve'.
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Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC
Monsters
Mythic Odysseys of Theros
called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a
glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to
Magic Items
Storm King's Thunder
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of
Magic Items
Keys from the Golden Vault
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
classes
inquisition against their enemies at all costs. They abandon compassion and honor as impediments to the more important work of ridding the world of those they deem dangerous or heretical.
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.
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
the book.
Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
Dwarf
Legacy
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Species
Basic Rules (2014)
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Components of a Curse Most curses have three distinct components: pronouncement, burden, and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should
have an ironic connection to the action that triggered the curse.A dying priest of Ezra curses his murderer Pronouncement The first component of a curse is the pronouncement, which amounts to a threat
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
for opportunities to present their work at the supremely popular Crystal Club, a members-only venue inside a cave that features a stage constructed from a massive natural geode. The club is known for
membership is restricted to lycanthropes. This echoes the secret of Harmonia: its vaunted traditions, such as night performances, fur-trimmed clothing, and grisly woodcuts, are inexorably intertwined with bestial curses.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Components of a Curse Most curses have three distinct components: pronouncement, burden, and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should
have an ironic connection to the action that triggered the curse.A dying priest of Ezra curses his murderer Pronouncement The first component of a curse is the pronouncement, which amounts to a threat
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
for opportunities to present their work at the supremely popular Crystal Club, a members-only venue inside a cave that features a stage constructed from a massive natural geode. The club is known for
membership is restricted to lycanthropes. This echoes the secret of Harmonia: its vaunted traditions, such as night performances, fur-trimmed clothing, and grisly woodcuts, are inexorably intertwined with bestial curses.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
increasingly powerful. This approach also allows you to break your design work down into smaller pieces. Create material such as adventures, NPCs, maps, and so on for one tier at a time. You only need to worry
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
increasingly powerful. This approach also allows you to break your design work down into smaller pieces. Create material such as adventures, NPCs, maps, and so on for one tier at a time. You only need to worry
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Extracurricular Options (I-Z) Intramural Gymnastics Club Skills: Acrobatics, Performance Member: Zanther Bowen These graceful gymnasts work to hone their craft, and they compete against each other in
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
appearing more frequently than ever before, but it’s unclear if more citizens are dying with unfinished business or if something more sinister is at work. Some even believe that the royal family has lost
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Extracurricular Options (I-Z) Intramural Gymnastics Club Skills: Acrobatics, Performance Member: Zanther Bowen These graceful gymnasts work to hone their craft, and they compete against each other in
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
closure, lingering in a place until they bring about the completion of the work they hoped to accomplish in life. In addition, consider the following genre tropes when creating your haunted domain: All
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
appearing more frequently than ever before, but it’s unclear if more citizens are dying with unfinished business or if something more sinister is at work. Some even believe that the royal family has lost
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
closure, lingering in a place until they bring about the completion of the work they hoped to accomplish in life. In addition, consider the following genre tropes when creating your haunted domain: All
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Kenku
Legacy
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Species
Volo's Guide to Monsters
enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because
produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
Ideal Minions
Kenku gather in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. Arbiter’s Shield. At the start of every combat
ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. Arbiter’s Shield. At the start of every combat
ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
to work as a kitchen helper.
Over many years, Edith has leveraged her pact with Uncle Nibblecheek into a booming business. Decades after their encounter, she still collects candy from the hag and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pious descendants or curses upon those who put their own needs over those of the family and broader community. Bonesingers Artisan-warriors, bonesingers dedicate their lives to maintaining the skybridges
generous family bonds create varied ways to join different clans. Clans have few proscribed roles for their members, with each group sharing responsibilities in ways that work for their members
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
2. Unhappy Cultists If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
2. Unhappy Cultists If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the