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Returning 8 results for 'decide instincts are burdens'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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 can’t decide whether a
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->Fizban's Treasury of Dragons
whistles
7 Fiddles with tip of tail
8 Absently chews on or picks at teeth with swords, spears, or lances
9 Quickly forgets names and invents random nicknames instead
10 Burdens
. Consider these examples: Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knowing. She’s 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 they’re 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->Player’s 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 aren’t wearing Heavy armor. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Presence. The Free League congregates in the Great Bazaar. Although the Harmonium patrols the bazaar’s busy avenues, it’s the members of the Free League who capture thieves and decide whether to turn
their burdens. Visitors must surrender their weapons before entering the gymnasium, and spellcasting is allowed only in sanctioned areas. Sigil’s factions regard the Great Gymnasium as neutral ground






