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                        Returning 12 results for 'direct inhabit are bother'.
                    
                
                        
                            
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                                                    Eladrin
                                                    
    
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                                                     Species
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    
Everything dies eventually. Why bother building anything that is supposedly meant to last?
2
Nothing matters to you, and you allow others to guide your actions.
3
Your needs come first. In
                                                
                                            
                                                
                                                     fancy passes with equal speed.
4
Anything worth doing is worth doing again and again.
Summer
d4
Summer Personality Trait
1
You believe that direct confrontation is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you decide: Is a D20 Test Warranted? If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check
                                                
                                            
                                                
                                                       Ability Score Measures... Make an Ability Check To... Make a Saving Throw To...   Strength Physical might Lift, push, pull, or break something Physically resist direct force Dexterity Agility, reflexes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
                                                
                                            
                                                
                                                     animals follow the characters through this wilderness but don’t bother the characters. At Razortooth Rock, the peak at the center of this rugged land, the characters find Ebonclaw. Ebonclaw uses the saber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the
                                                
                                            
                                                
                                                     dream themselves into a new realm. The spell dream of the blue veil employs this method of transit.
 The most direct method is the Leap to Another Realm; a spellcaster casts teleportation circle or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
                                                
                                            
                                                
                                                     charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     forever.   d4 Winter Flaw   1 Everything dies eventually. Why bother building anything that is supposedly meant to last? 2 Nothing matters to you, and you allow others to guide your actions. 3 Your
                                                
                                            
                                                
                                                     and again.  Summer  d4 Summer Personality Trait   1 You believe that direct confrontation is the best way to solve problems. 2 Overwhelming force can accomplish almost anything. The tougher the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help
                                                
                                            
                                                
                                                     the most desperate colonies bother using goblins, kobolds, gnomes, and other small humanoids for anything except food. Small humanoids do make a good food source because they tend to gather in large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     leader of the smugglers is as charismatic as he is cunning. Sanbalet is a plotting nemesis who prefers manipulation to direct action. It is no accident that his gang occupies the old house, since the
                                                
                                            
                                                
                                                     in the house’s ruined walls and shattered windows.
 What He Wants. The smuggler wants to expand his operation and eventually inhabit a more secure location to better pursue his magical studies. He’d
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     different rank on each world, depending on their influence there.
 Greater deities are beyond mortal understanding. They can’t be summoned, and they are almost always removed from direct involvement in
                                                
                                            
                                                
                                                    , 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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
                                                
                                            
                                                
                                                     bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Hall Wade Acuff  The goblins who inhabit Cragmaw Castle often hold raucous, messy dinner parties The western portion of this large hall ends in a wall of rubble, but the remainder is still intact. This
                                                
                                            
                                                
                                                     passage that climbs into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
 The iron door is locked. It can be opened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    ) currently inhabit this camp, polishing sling bullets and keeping busy until it’s time for Sparkrender’s ritual. Initially, the kobolds are hostile toward the characters, determined to scare off the
                                                
                                            
                                                
                                                     or a spell scroll of hold person (+1 weapons and spell scrolls are both described in appendix A). A detect magic spell reveals the location of both of these items without requiring an ability check. Aidron has also cataloged the contents of the room and can direct the characters to these valuable items.
                                                
                                            
                                        





