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                        Returning 28 results for 'decide instincts are belong'.
                    
                
                        
                            
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                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
                                                
                                            
                                                
                                                    . Lawyers must belong to the Barristerâs Guild to practice, and the associated fees means they prefer to represent wealthy clients. Poorer citizens often must throw themselves on the mercy of the courts, or
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
                                                
                                            
                                                
                                                    . Lawyers must belong to the Barristerâs Guild to practice, and the associated fees means they prefer to represent wealthy clients. Poorer citizens often must throw themselves on the mercy of the courts, or
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Fight or Flight Few creatures fight to the death. Nearly all creatures have survival instincts that cause them to reevaluate their tactics in the face of their own destruction. Sapient creatures
                                                
                                            
                                                
                                                     confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you canât decide whether a
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
                                                
                                            
                                                
                                                     finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Factions in Waterdeep Various factions have roots in Waterdeep, and any character with the faction agent background (described in the Sword Coast Adventurerâs Guide) can choose to belong to one of
                                                
                                            
                                                
                                                     manifest. You decide the extent to which a faction will assist the adventurers, based on each factionâs perception of how important or valuable the adventurers are. For example, if the characters earn
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     hail from another D&D setting, a place of your own design, or a more mysterious homeland?
 If you decide your character calls some corner of Ravenloft home, ask your DM which domains they could
                                                
                                            
                                                
                                                     originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     utensils they have available. If you decide to change any giantâs melee weapon to some other giant-sized weapon, adjust its damage accordingly: Huge giants deal three times normal weapon damage, and
                                                
                                            
                                                
                                                    &D players of all ages.
Giantsâ Bags Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and chests that belong to giants. The contents of these
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    The Grand Masquerade The horror of the Grand Masquerade focuses on the fear of discoveryâbeing forced to interact with people in a setting where you donât belong, and where the consequence of
                                                
                                            
                                                
                                                     mask costs 5 gp. But elaborate costumes are a status symbol, and shoddy costumes attract unwanted attention. Ultimately, the characters decide how much to spend (or the hags of the Three Odd Gables
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     goals â of which there are many â often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
                                                
                                            
                                                
                                                     code. 6 You know the location of a wanted war criminal, and youâve been trying to decide whether to turn them in or try to get something in exchange for your silence. 7 Youâve been selling false
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
                                                
                                            
                                                
                                                     as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
                                                
                                            
                                                
                                                     escape the shield there. Sylvira leaves it to the characters to decide what to do with the shield. A small part of her is relieved if the characters decide to take it with them, as she knows the evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     knowing. Sheâs been smoking her pipe and eyeing you ever since you walked in.
 Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an
                                                
                                            
                                                
                                                     is studying the characters closely, trying to decide if theyâre worth her time. Ultimately, she takes the chance and draws them into conversation, asking them to help her take down her only suspect: a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
                                                
                                            
                                                
                                                     for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DMâs discretion, you might also have a renown score in a guild you donât belong
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     charactersâ stories and share anecdotes. When you decide itâs time, read the following: The doors to the great hall fly open and a sentry from the pinnacle shouts, âManticore! Itâs on the move!â
 At this
                                                
                                            
                                                
                                                     unwittingly reveals part of the knightsâ secret. Indoctrinated by the air cult, Savraâs heart and mind belong to Yan-C-Bin. If the characters defeat the cult and destroy Windvane, Savra is freed from princeâs influence and returns to her senses.
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     creatures need to belong to groups. You can add as many unaffiliated creatures as you like to your encounter deck. Create groups depending on how youâd like the characters to encounter the creatures
                                                
                                            
                                                
                                                     mysterious statue. When you draw one of these cards, decide whether to use it as the encounter or to build an encounter using the remaining cards. Goal Cards. You can also include one or more cards in an
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     themselves in need of assistance in Waterdeep or another alliance city. (For more information on the Lordsâ Alliance and its role in Waterdeep, see Waterdeep: Dragon Heist.) Characters who belong to the Lords
                                                
                                            
                                                
                                                     of similar rarity (subject to your approval). House Moonstar offers to fund any future expedition the characters decide to mount, providing maps, caravan services, and NPC followers as needed. House
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. Level 3: Barbarian
                                                
                                            
                                                
                                                    . Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative rolls. Level 7: Instinctive Pounce As part of the Bonus Action you take to enter your Rage, you can move up to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
                                                
                                            
                                                
                                                     its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Incapacitated condition. Level 2: Reckless Attack You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack
                                                
                                            
                                                
                                                     on your turn. Level 5: Fast Movement Your speed increases by 10 feet while you arenât wearing Heavy armor. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
                                                
                                            
                                                
                                                     for was recently arrested and executed for selling stolen jewelry. You can decide whether Arianaâs interest in the characters attracts the attention of a duergar patrol. Subsequent occurrences of this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     decide whether other gods exist. Even if they donât, other religions can exist side by side with the monotheistic religion. If these religions have clerics with spellcasting ability, their spells might be
                                                
                                            
                                                
                                                    , disease, and war belong to the evil deity. Animism Animism is the belief that spirits inhabit every part of the natural world. In an animistic worldview, everything has a spirit, from the grandest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether itâs a man or a woman). It appears and hisses, âNo one will ever know you died here.â It then attacks
                                                
                                            
                                                
                                                    : The bundle contains one set of common clothes sized for a human adult. The clothes have a drab Barovian style to them. They belong to a wereraven or werewolf. Hunting Trap This encounter occurs only if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Intelligence (History) check recalls that the knights belong to an order of paladins that battles extraplanar threats. D3: Dining Room Chairs and candelabras accompany a large dining table. The heads of
                                                
                                            
                                                
                                                     correspondence between Markos and other nobles. You can decide if these letters are addressed to or written by anyone of significance to the characters. Desk. The desk contains a complete set of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     trouble brewing between the Zhentarim, which has gained an economic foothold in the city, and the Xanathar Thievesâ Guild, which controls much of the cityâs criminal underworld. Characters who belong to the
                                                
                                            
                                                
                                                     ominous shadow causing widespread panic. Lady Laeral Silverhand dispatches heralds to calm the people and assure them that no harm will befall the city. If the adventurers decide to investigate, they must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     belong to farmers who till plots close to town, shepherds who keep herds in nearby pastures, and workers or servants employed by the larger businesses. Many of the locations in town feature information
                                                
                                            
                                                
                                                     that arenât relevant to the part of the adventure youâre running now. You can assume that the Believers decide to keep a low profile as long as adventurers are asking questions about the missing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the southeast part of Thundertree. (If the characters decide to explore the ruins of Thundertree, see chapter 3.) R6: Armory The door to this room is locked from the outside. Across from the locked
                                                
                                            
                                                
                                                     turning acrimonious. The dice are loaded, and the bandit to which they belong is winning big. All four are intoxicated. The Redbrands recognize characters wearing scarlet cloaks as impostors. However
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     impressionable, she was lured to the Temple of the Crushing Wave by Gar Shatterkeelâs offer of riches. Bronzefume stays out of sight in the western end of the lake, waiting for the water prophet to decide the
                                                
                                            
                                                
                                                     the time. The extra bunks belong to the cultists working in area C22. Any loud fighting in this room alerts the cultists in area C22, who investigate soon after. C24. Bridge of Heroes A stone bridge
                                                
                                            
                                        






