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Returning 32 results for 'detailed inspire are binding'.
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Monsters
Planescape: Adventures in the Multiverse
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by marut;maruts (detailed in Mordenkainen Presents
melee weapon.Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut
Monsters
Fizban's Treasury of Dragons
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
Ideals tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I repeat
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
Species
Van Richten’s Guide to Ravenloft
Memories table to inspire its details.
Lost Memories
d6
Memory
1
You recall a physically painful moment. What mark or scar on your body does it relate to?
2
A memory brings
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Genres of Horror This section describes several horror subgenres, elements common to certain types of horror stories you can use to inspire your own Darklords and Domains of Dread. These sections
creatures found in chapter 5 of this book (VGR) and the Monster Manual (MM). Also, for examples of fully detailed Darklords and domains employing these genres, look ahead to chapter 3.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Specters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks. Specter Haunts
where a villain died or is buried. 5 A portal to the Lower Planes, Negative Plane, or Shadowfell. 6 The sanctuary of a necromancer or death cult. 7 A secluded monument binding wicked souls. 8 The site of
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
tribe to the death.
2
Every serious choice I make must be decided by signs or omens from the gods.
3
I carry the teeth of a great warrior. They inspire me to commit great deeds in battle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domains share the following format: Overview. Each domain has a brief overview with its Darklord’s name, the horror genres that inspire it (explored in chapter 2), distinctive hallmarks, and related Mist
overview of the domain’s most infamous locations. In many cases, these locations are represented on a map of the domain. Each map also notes additional sites waiting to be detailed in your adventures
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
tarokka fortune-telling deck—detailed in chapter 4 and featured in the adventure Curse of Strahd—consider using the power of fate to shape the Darklord you’re creating. As you proceed through the
Darklord and domain creation process in this chapter, with each new decision draw from the deck to help inspire your choices. Take note of the drawn card’s name, physical orientation, and suit. A card drawn upside down represent the opposite of its original meaning.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in Mordenkainen Presents: Monsters of the
Kolyarut Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your character’s background, and write it on your character sheet. You can choose any of the backgrounds detailed in chapter 4, and your DM might offer additional backgrounds as options. The background
Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in chapter 5. Write the feat on your character sheet. Note Proficiencies. Your background
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your character’s background, and write it on your character sheet. You can choose any of the backgrounds detailed in “Character Origins”, and your DM might offer additional backgrounds as options. The
detailed in “Feats”. Write the feat on your character sheet. Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
(detailed in chapter 3). During this event, student and alumni designers present fashions meant to inspire masquerade attendees and help them prepare for the ball. After the show, some of the outfits are
activities detailed in the “Fashion Modeling” section. Magic and style are on full display
at a Strixhaven fashion show Rival Designers. Characters’ Rivals might submit their own outfits to the fashion show
Compendium
- Sources->Dungeons & Dragons->Monster Manual
’ outrages and compel hezrous to pursue greater plots. Powerful spellcasters often use sinister coercions, spells like Magic Circle and Planar Binding, or other magic to force hezrous to serve them. Roll on
or choose a result from the Demonic Undertakings table to inspire how a magic-user might employ a hezrou or similar demon. Demonic Undertakings 1d6 The Demon Is Compelled To... 1 Break open a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Masters with a richly detailed city for their Xen’drik based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and
likely “launching pads” and destinations, complete with maps, ready-to-play encounters, and pregenerated NPCs. Faiths of Eberron (3.5E): This supplement presents detailed descriptions of the major
Compendium
- Sources->Dungeons & Dragons->Monster Manual
/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First Roar. Wisdom Saving Throw: DC 20
result from the Spy Personas table to inspire a spy’s disguise.
Spy Personas 1d4 The Spy Disguises Themself As...
1 A bard or traveling performer.
2 A captive or servant of a monster
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Detailed NPCs Flesh out NPCs who play prominent roles in your adventures. You can use the accompanying NPC Tracker to record information as you determine these six elements of your NPC: Name You’ll
and lowest ability scores, and combine them to inspire a persona. For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
inspire who the characters might meet in the Platinum Rooms. Platinum Rooms Visitors d6 Visitor 1 An awakened animal or animate object on a winning streak 2 A famous mage, such as Bigby, Evard, or
plane. The features here affect the areas on map 14.1 and 50 feet beyond that area. Beyond that, the plane functions as detailed in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
map is, the more fun players are likely to have as their characters explore the location. Maps and Adventure Structure. An adventure map can take many forms—from a detailed dungeon map that shows the
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
characters return to this location at level 3, having fulfilled all three keep officials’ quests (detailed in the previous sections), they receive a heroes’ welcome. That evening, Castellan Winvarle throws a
Castellan’s Letter Handout, which might inspire future adventures involving the Keep on the Borderlands. Castellan’s Letter Handout Noble Adventurers,
I extend to you my deepest thanks. Your gallant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
inspire loyalty or trust in those under him. Underlings obey him because of the hierarchical structure of the abbey’s chain of command, not because he shows any strong leadership. If attacked, he defends
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
partners. The most prominent of the town’s locations (as well as a few additional NPCs) are detailed in this section. You can come up with details for additional locations and NPCs based on the needs
characters are interfering with her and the Zhentarim’s plans, she need only tell the miners that the characters are standing in the way of their gainful employment to inspire them to use their pickaxes for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Guild Membership You establish your character’s membership in a guild by choosing that guild’s background from among those detailed in this chapter. This book assumes that you have chosen a guild and
they’re not necessarily bonds. People can be bonds if they inspire you, motivate you, or make you act against your best interests. (They can represent flaws if their existence amounts to a weakness
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(detailed below), a fire-gutted building conceals a gaping hole into the ground with a single ladder leading down into darkness. Here lies the Bones of the Night, a cavern complex home to the Master of
Bones: Lothar the Old (neutral, human priest). From the catacombs of Undersigil (detailed later in this chapter), Lothar gathers a macabre collection of skulls from various creatures, organizing them
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scriptoria to facilitate the copying of books becoming worn, binderies to repair the same, and even magical storage that preserve rare books from any further decay or damage. I’ve never made a detailed study
. Copied Lore. The copying and binding of a work of nonmagical lore in Candlekeep’s library is generally performed at a cost of 100 gp or so (though quite large books are always more). This
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
exception of the Far Realm horror, the specific locations of portal encounters are not detailed here. If the characters ask about where they are in any given encounter, or if they’re inclined to venture
curse, but a character who succeeds on a DC 11 Intelligence (Arcana or Religion) check can go through the motions to calm Incindorita and inspire the crew. Spot the Rocks. Captain Nuxoll needs someone
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Waterclock Guild and can’t leave the crypts belonging to that organization, even though Shanzezim believes the Waterclock Guild has been defunct for years. Not quite ready to test the binding to make
. Water drips from a pipe into a basin in the southeast corner beneath a detailed image of a staring eye gripped in a withered hand. Five robed cultists are in this room, with one bullying the rest.
A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vault marked “X.” This vault is further detailed in the “Orrery Vault” section below. Discovering which vault holds the component is an important bit of business that the characters must accomplish at
ally and resource.
TWO DRY CLOAKS
Two Dry Cloaks’s wands pulse with magical light, though only two of them have actual useful properties. The first is a wand of binding that glows purple. The second






