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Returning 35 results for 'before barrier decide could reveals'.
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Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security
the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
security the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the
barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to stone and placed here by Halaster to lure other adventurers to their doom (see “Pit Trap” below). Pit Trap A detect magic spell reveals an aura of transmutation magic around the pit. Each time
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
. Dragonmark. Decide whether your character bears one of the mystical marks associated with the dragonmarked houses. Background. Choose the house agent background if your character has devoted themself to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tower, but her spies learned about it some time ago. She reveals the tower’s location to characters who want to conclude their dealings with the hags or perhaps put an end to them. The tower in Gehenna
is beyond the scope of this adventure; flesh out its occupants and defenses as you see fit if the characters decide to pay the hags a visit. Zybilna takes no immediate action against the surviving hags
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
castle, learn how to find R04M using a damaged magic item called a mimir, and witness unnatural events plaguing the plane. Part 3: Unity of Rings reveals Shemeshka’s role in a planes-warping plot and
sees the characters recover their memories and lost abilities. From there, the characters must save a group of lost modrons carrying information dangerous to the stability of the planes and ultimately decide whether to maintain the status quo of the multiverse or reshape it to their design.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of the action during play, describing locations and creatures that the adventurers face with read-aloud text. The players decide what their characters do as they navigate hazards and choose what to
Secrets and reveals are important DM tools. If you read any of the DM-only material and still want to experience the adventure as a player, you can—just don’t let this knowledge influence your character’s actions or behavior. More importantly, don’t spoil any surprises for your fellow players!
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill. In your campaign, you might decide that the barrier formed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarantees the party safe passage through level 17. A successful DC 16 Wisdom (Insight) check reveals that the illithid has no intention of making good on its promise. If the githzerai zerths from
the characters to the mind flayer colony on level 17, where Extremiton (the colony’s ulitharid leader) can decide what to do with them.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
pairs. You can decide which pack members are at the stall when the characters arrive (see “Amberdune Pack” below for names). Speaking with the Manager. Korvala takes her duties as the owner of
reveals that Korvala isn’t being entirely truthful. To avoid making a scene, she invites characters who see through her lies back to the Amberdune Pack's hideout as long as they are willing to talk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
village.”
Pelk tells the characters that this news came by way of Mitor Jans, a ship captain who makes a living transporting crab meat to Candlekeep. Pelk also reveals that Jans, eager for shipments to
resume, has volunteered to take adventurers by sea to a trading post where they can meet with the grippli leader-in-exile, if they decide to undertake the quest to help the frogfolk. Pelk informs the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prisoner, but the kobold reveals its secrets anyway while shrieking at the top of its lungs, alerting other nearby monsters. By putting the choice of success at a cost in the players’ hands, and even
archery contest, you might decide that the more an attack roll exceeds the target’s AC, the higher the character’s score. The archery target might have AC 11, but it has five concentric rings indicating
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, sharing disjointed half-memories and dreamy opinions about its surroundings. On a success, the eidolon reveals a snippet of the cipher’s meaning. What the eidolon reveals is a worthy secret … and one
of this secret is up to you to decide, and learning more about it might color future adventures of your own design. Secrets of Phenax d6 Result
1 As a mortal, Phenax was destined to free the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the entire area reveals only that the north side of the hill has a crumbling cliff of sand and gravel about 20 feet high in the middle of the whole. (This cliff face is represented by the northern
at once or merely a single one at a time. Leave this strictly to the players to decide. The best manner to handle it is to ask where they will search, once they have determined that they will
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, the character spots an iron grate in the street that wasn’t closed properly. Lifting it reveals an iron ladder that descends 10 feet to an underground sewer tunnel. Characters who lower themselves
into the tunnel can hear the sounds of splashing water and children’s voices in the distance and might decide to follow them. (The children are holding hands in the dark and being guided by Squiddly
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
concerns, and he believes that the secrets of the technology found in the Barrier Peaks hold a vast potential to advance knowledge. If questioned, he proudly details his experiments (including with
the powered armor), as well as the complete history of his time in the Barrier Peaks. If pressed, he talks of how he salvaged the minds of the members of his first expedition only after they were slain
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a total of 5 or lower
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which they never did. Treasure. A successful DC 13 Intelligence (Investigation) check reveals a false panel in the corner of the floor. The false floor hides a steel shield with platinum filigree in the
pounds (1 gp each). A successful DC 18 Intelligence (Investigation) check reveals a thin platinum ring of swimming in the dust under a workbench, where it fell and was forgotten. V2. Stonemason’s Workshop
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Emporium. She warns the characters of one other condition before they decide: they must watch over her grove while she’s gone. If the characters attack or threaten Red Ruth during this negotiation, she
skeleton wears a witch’s hat (actually a hat of disguise) and clutches a +1 wand of the war mage. Development To honor her end of the deal, Red Ruth reveals that Ralzala must drink the blood of a titan to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
characters are thorough in their exploration. Ned reveals his true colors at an opportune moment. The caverns and contraband below the house wait to be discovered. Access to the sea suggests the use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. A detect magic spell reveals an aura of conjuration magic around the altar, which is 30 feet long, 15 feet wide, and 3 feet tall. Like a mass of webs, the altar has gaps across its surface. The first






