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Returning 32 results for 'prevent arguments and his cosmic'.
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Backgrounds
Sword Coast Adventurer's Guide
hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also
the most equitable solution to arguments.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action
Orc
Legacy
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Species
Volo's Guide to Monsters
cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bluetspur Memories of Bluetspur prove as impossible
as they are inescapable Domain of Alien Memories Darklord: The God-Brain of Bluetspur Genre: Cosmic horror Hallmarks: Alien abductions
’ numbers are few and their tentacles twitch with undisguised urgency. They toil to prevent the unthinkable: their primordial leader, the God-Brain of Bluetspur, is dying. Through these end times, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bluetspur Memories of Bluetspur prove as impossible
as they are inescapable Domain of Alien Memories Darklord: The God-Brain of Bluetspur Genre: Cosmic horror Hallmarks: Alien abductions
’ numbers are few and their tentacles twitch with undisguised urgency. They toil to prevent the unthinkable: their primordial leader, the God-Brain of Bluetspur, is dying. Through these end times, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond. The three progenitor wyrms worked
together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
does the culture hold that not everyone abides by? How is the culture exaggerated, a parody, or otherwise unrealistic? How does the culture prevent change? What is the general attitude toward the
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
does the culture hold that not everyone abides by? How is the culture exaggerated, a parody, or otherwise unrealistic? How does the culture prevent change? What is the general attitude toward the
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond. The three progenitor wyrms worked
together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
consider the Silence a terrible mistake that led to the rise of the usurper god Xenagos, but followers of Kruphix know that it was a grim necessity to prevent far worse calamity.
Theophilian
of some omen or in a personal epiphany. Such a revelation isn’t always positive, though, as Kruphix often imparts a glimpse of cosmic truths for which mortals have no possible context.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
consider the Silence a terrible mistake that led to the rise of the usurper god Xenagos, but followers of Kruphix know that it was a grim necessity to prevent far worse calamity.
Theophilian
of some omen or in a personal epiphany. Such a revelation isn’t always positive, though, as Kruphix often imparts a glimpse of cosmic truths for which mortals have no possible context.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
empathy for all who suffer. 5 I’m oblivious to etiquette and social expectations. 6 I connect everything that happens to me to a grand, cosmic plan. 7 I often get lost in my own thoughts and
need to win arguments overshadow friendships and harmony. 5 I’d risk too much to uncover a lost bit of knowledge. 6 I like keeping secrets and won’t share them with anyone. Other Hermits This hermit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
empathy for all who suffer. 5 I’m oblivious to etiquette and social expectations. 6 I connect everything that happens to me to a grand, cosmic plan. 7 I often get lost in my own thoughts and
need to win arguments overshadow friendships and harmony. 5 I’d risk too much to uncover a lost bit of knowledge. 6 I like keeping secrets and won’t share them with anyone. Other Hermits This hermit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
two characters fail their checks, the successful characters can stop their fall and prevent disaster, but if more than half the party fails, the whole group falls. You could also apply this idea to
premises. The characters can make a group Charisma (Persuasion) check to avoid getting thrown out; they just need a few convincing arguments and the ability to smooth over any gaffes. You could apply
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
two characters fail their checks, the successful characters can stop their fall and prevent disaster, but if more than half the party fails, the whole group falls. You could also apply this idea to
premises. The characters can make a group Charisma (Persuasion) check to avoid getting thrown out; they just need a few convincing arguments and the ability to smooth over any gaffes. You could apply
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.
The cosmic battle between the two pantheons has raged for eons without resolution, leading those who
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.
The cosmic battle between the two pantheons has raged for eons without resolution, leading those who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
decadence until their infernal pacts come due. To prevent the gate-town from becoming so evil that it experiences a cosmic realignment, Duchess Zelza Zurkbane (lawful evil succubus) and her senators have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
decadence until their infernal pacts come due. To prevent the gate-town from becoming so evil that it experiences a cosmic realignment, Duchess Zelza Zurkbane (lawful evil succubus) and her senators have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, faction agents, and devils with a knack for navigating the subtleties of the law. While cheap advocates linger on the courthouse steps hoping to find work, their arguments are brittle. Brilliant
isolated demiplanes suffused with antimagic. Prison Inmates. Notorious criminals, interplanar outlaws, cosmic warlords, and other threats to the multiverse are incarcerated in the Prison. Examples of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, faction agents, and devils with a knack for navigating the subtleties of the law. While cheap advocates linger on the courthouse steps hoping to find work, their arguments are brittle. Brilliant
isolated demiplanes suffused with antimagic. Prison Inmates. Notorious criminals, interplanar outlaws, cosmic warlords, and other threats to the multiverse are incarcerated in the Prison. Examples of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unless you spend 5 Sorcery Points (no action required) to restore your use of it. Clockwork Sorcery Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unless you spend 5 Sorcery Points (no action required) to restore your use of it. Clockwork Sorcery Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power
order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
Four drop tubes allow passage to the lower levels. It’s a 20-foot drop to the floor of the ship’s second level below. Aphelion normally keeps the antigravity in each tube turned off to prevent
. Shooting Galleries. These target-shooting games are fitted with controllers shaped like laser rifles that emit harmless beams of light. The player assumes the role of a cosmic protector, aiming the weapon at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
Four drop tubes allow passage to the lower levels. It’s a 20-foot drop to the floor of the ship’s second level below. Aphelion normally keeps the antigravity in each tube turned off to prevent
. Shooting Galleries. These target-shooting games are fitted with controllers shaped like laser rifles that emit harmless beams of light. The player assumes the role of a cosmic protector, aiming the weapon at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they take offensive action. The lizardfolk adults defend their hatchlings and their property, doing their utmost to prevent the characters from entering area 25. If a fight breaks out, two lizardfolk
(perhaps because they have seen one before), it still tries to persuade them to take it along, offering help against the lizardfolk in exchange for its freedom. It is very persuasive in its arguments
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they take offensive action. The lizardfolk adults defend their hatchlings and their property, doing their utmost to prevent the characters from entering area 25. If a fight breaks out, two lizardfolk
(perhaps because they have seen one before), it still tries to persuade them to take it along, offering help against the lizardfolk in exchange for its freedom. It is very persuasive in its arguments