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Returning 19 results for 'more some with only are flaws for leave'.
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more some with only are flaw for leave
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Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
You trust others without a second thought.
2
You give to others, to the point that you leave yourself without necessary supplies.
3
Everyone is your friend, or a potential friend.
4
winter, all must watch out for themselves.
4
You speak only to point out the flaws in others’ plans.
Spring
d4
Spring Personality Trait
1
Every day is the
Backgrounds
Guildmasters’ Guide to Ravnica
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
facade. I want its secrets!
5
I’m utterly loyal to my superior in the guild, more than to the guild or its guildmaster.
6
Someone has discovered my true identity.
Flaws
Backgrounds
Guildmasters’ Guide to Ravnica
rage, and it’s sometimes hard to stop.
3
Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee.
4
I derive genuine pleasure from
.
Flaws
d6
Flaw
1
My family is prominent in another guild. I enjoy my wild life, but I don’t want to embarrass them.
2
I couldn’t hide my emotions and opinions
Orc
Legacy
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Species
Volo's Guide to Monsters
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Encourage players to roleplay supporting characters as true to the NPCs’ personality traits, ideals, bonds, and flaws as possible, so that they don’t come across as automatons. If you don’t feel that an
NPC is being portrayed well, you can take control of the NPC, give it to another player, or simply have the NPC leave the party. NPC supporting characters are easier to play if you limit their class
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Character Traits As the players choose backgrounds for their characters, they can use the following tables to help determine their characters’ personality traits, ideals, bonds, and flaws. Players
Friendship. I never leave a friend behind. (Good) 2 Empathy. No creature should be made to suffer. (Good) 3 Wanderlust. I prefer to take the less traveled path. (Chaotic) 4 Changeability. Change is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fascinated by the beauty and wonder of this new land. 6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. Flaws d6 Flaw 1 I am secretly (or not
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters try to leave, the ghost-children attempt to possess them. If one of the ghosts possesses a character, allow the player to retain control of the character, but assign the character one of the
following flaws: A character possessed by Rose gains the following flaw: “I like being in charge and get angry when other people tell me what to do.” A character possessed by Thorn gains the following
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, mantra, or relaxation method I use to deal with stress.
10 Nothing is more important than life, and I never leave anyone in danger.
11 I’m quick to jump to extreme solutions. Why risk a
Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds.
7 Obsession. I’ve lived this way for so long that I can’t imagine another way.
8 Obligation. I owe it to my people
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over the ship on your own. 6 Leave None Behind. You carried an injured marine for miles to avoid capture and death. Suggested Characteristics Marines are looked up to by other soldiers and respected
by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their homes and businesses. If either fire giant is reduced to 81 hit points or fewer, the giants realize that they have underestimated Triboar’s defenses. They quickly leave the way they came while
players run their NPCs during the battle is up to them, but encourage the players to review their NPCs’ ideals, bonds, and flaws. For more information on how to use and run these NPCs, see the “Special
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.
— Omin Dran
Majordomo A majordomo administers a franchise headquarters. They typically reside within the headquarters and seldom leave it, sending out communications through a dedicated messenger (at no
work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships. They will not engage in combat and do not leave the headquarters to join
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their NPCs during the battle is up to them, but encourage the players to review their NPCs’ ideals, bonds, and flaws. For more information on how to use and run these NPCs, see the “Special NPCs
them to Svardborg (see chapter 7, “Berg of the Frost Giants”). They don’t remain there long before Jarl Storvald sends them back out in search of Artus Cimber. Drufi won’t leave Bryn Shander until she
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that you leave yourself without necessary supplies. 3 Everyone is your friend, or a potential friend. 4 You spend excessively on creature comforts. Winter d4 Winter Personality Trait 1 The worst case
needs come first. In winter, all must watch out for themselves. 4 You speak only to point out the flaws in others’ plans. Spring d4 Spring Personality Trait 1 Every day is the greatest day of your
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
be a malediction, a curse that fulfills my will. (Evil) 5 Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) 6 Anonymity. It’s my deeds that should be remembered, not their
. 6 I do everything for those who were taken from me. Faceless Flaws d6 Flaw 1 I am callous about death. It comes to us all eventually. 2 I never make eye contact or hold it unflinchingly. 3 I have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
5 Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)
6 Anonymity. It’s my deeds that should be remembered, not their instrument. (Any)
Faceless Bonds d6 Bond
do everything for those who were taken from me.
Faceless Flaws d6 Flaw
1 I am callous about death. It comes to us all eventually.
2 I never make eye contact or hold it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
salt over your shoulder. (Lawful) 3 Daring. The richest bounty goes to those who risk everything. (Chaotic) 4 Plunder. Take all that you can and leave nothing for the scavengers. (Evil) 5 Balance. Do
during a terrible storm, and I will honor their gift. 5 My destiny awaits me at the bottom of a particular pond in the Feywild. 6 I must repay my village’s debt. Fisher Flaws d6 Flaw 1 I am
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
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->Storm King's Thunder
appear in appendix D. How the players run their NPCs during the battle is up to them, but encourage the players to review their NPCs’ ideals, bonds, and flaws. All of these NPCs are familiar with
other four hill giants regroup with the ogres and goblins lurking outside Goldenfields. The giants leave behind their greatclubs, since they can’t climb the walls with their clubs in hand. A handful






