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Returning 35 results for 'Deception'.
Compendium
- Sources->Tomb of Annihilation
Level 2: Dungeon of Deception Map 5.2 shows this level of the dungeon. Mocking devil faces are graven into the walls, and the air reeks of rotting flesh. With no light to nourish it, the vegetation that fills much of level 1 doesn’t extend down here. Map 5.2: Dungeon of Deception View Player Version
Skills
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through
magic-items
This coat made of the severed tongues of a harvester’s victims provides a +1 bonus to your AC, and you have advantage on Charisma (Deception) checks.
Additionally, as a bonus action three
monsters
until the end of its next turn.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom
Monsters
one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu uses Phantasmal Terror.Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every
staff of power taken from him by those who imprisoned him and commands his servants to do likewise.
The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with
monsters
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
Monsters
Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to
Monsters
shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result.
Monsters
target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.Doppelgangers are devious shapeshifters that take on
monsters
Misty Camouflage. A delerium dreg has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Normal Semblance. The lurking dreg has advantage on Charisma (Deception
Fraz-Urb'luu
Legacy
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Monsters
Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create
the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.
The Prince of Deception’s true form is like
Monsters
giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of
Monsters
mask, the recruiter can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above
monsters
within fully awakens.ThunderCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere
, the affected creature makes a ranged attack against a creature of the scion’s choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion’s Fog of Deception for the next 24 hours.
Monsters
: speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
monsters
pile of fine violet dust.Gzemnid is a beholder god of deception, gases, and obscurement.
The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas
Spells
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for
Classes
seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Feats
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance
creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Magic Items
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
Magic Items
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts
Magic Items
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.
While you wear this cloak with its hood up, Wisdom
Classes
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
Cleric
Elder Brain
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Monsters
that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind
into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour
Monsters
’demi can’t be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma (Deception) checks (included above
monsters
compelled to count those objects again.
False Tongue. The rubezahl has advantage on Charisma (Deception) checks. In addition, magical attempts to discern lies always report that the rubezahl’s words
Magic Items
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if
Magic Items
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become
magic-items
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
magic-items
This sacred weapon was forged to burn away deception and darkness. Blazing embers gently fall from the silver blade, first ignited by the brazier in the Temple of Lumen.
You gain a +3 bonus to
core tenets shared by both sects.
The sword’s purpose is to expose all deception and reveal the truth. It does not tolerate any falsehood, duplicitousness, or lies. The sword always knows when it
Magic Items
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a
Monsters
sometimes make landfall and disguise themselves as ordinary trees, burying their roots in the ground to pull off the deception. They can uproot themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel.LightningBludgeoning, PiercingFire
monsters
inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury.Lightning, ThunderCold
Monsters
, the blood mage can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above
monsters
Deceptive Advice. When the orobas casts a spell of the divination school, it has advantage on Charisma (Deception) checks for 1 minute.
Hellish Weapons. The orobas’s weapon attacks are magical