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Returning 35 results for 'before been depending check refine'.
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Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Spells
Player’s Handbook
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
check it makes with a Musical Instrument or Tinker's Tools.
Sprint. The wonder takes the Dash action.
Gyrocopter Wonder (Rare). This wagon-sized vehicle is made of brassy metal and has a spiral-shaped
Earthquake
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
Equipment
, depending on the whims of the creator: a musical clash, a whistling, a whirring, a buzzing, etc. This noise can be heard up to half a mile away.
A creature with an Intelligence score of 3 or less that is
creature who the Frightened creature can see or hear can attempt a DC 20 Wisdom (Animal Handling;Handle Animal) or Charisma (Persuasion) check. On a success, the Frightened condition ends on that creature.
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
Monsters
Fizban's Treasury of Dragons
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Actions
Make a Wisdom (Insight, Medicine, Perception, or Survival) check.When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which
skills are applicable when you take this action, depending on what you're trying to detect.SearchSkillThing to DetectInsightCreature's state of mindMedicineCreature's ailment or cause of deathPerceptionConcealed creature or objectSurvivalTracks or food
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Search [Action] When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action
, depending on what you’re trying to detect. Search Skill Thing to Detect Insight Creature’s state of mind Medicine Creature’s ailment or cause of death Perception Concealed creature or object Survival Tracks or food
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Alien Technology When adventurers find a piece of technology that isn’t from their world or time period, they can deduce what it is with a successful Intelligence (Investigation) check, with the DC
depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or a hovercraft. You may require
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Search [Action] When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action
, depending on what you’re trying to detect. Search Skill Thing to Detect Insight Creature’s state of mind Medicine Creature’s ailment or cause of death Perception Concealed creature or object Survival Tracks or food
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
, requiring a successful DC 25 Strength (Athletics) check. Lighting. The only light is what the characters bring with them. Gravity Plane. The gravity plane for the tyrant ship runs midway through its
roughly spherical mass. This means that where you’re standing in any given room can change depending on which deck you happen to be on. For example, the floor of the Hollow Deck is the bowl-shaped surface nearest the Command Deck.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, including Dean Tullus, know the password to bypass these spells. Opening a lock requires thieves’ tools and a successful DC 25 Dexterity check (DC 35 while the arcane lock spell is active). Illumination
up or down like escalators, or flatten out completely before raising or lowering like lifts to accommodate larger creatures and mobility devices, depending on users’ needs. Transport Glyphs. Runic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Brantifax might find themselves buried under six feet of earth! A character can use an action to try to crawl out of the grave, doing so with a successful DC 13 Strength (Athletics) check. Wereravens
who are friendly toward the characters are eager to hear about their experience in the Shadowfell and can also provide a hook that leads the characters to their next adventure, depending on what direction you want the campaign to go next.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
or use the social interaction rules in the Dungeon Master’s Guide. Consider granting the characters advantage on any ability check they make to communicate with a creature if they offer something it
wants. The “Monsters’ Desires” section below suggest things that a creature might like, depending on its type. Adventurers offer meat to an owlbear.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1L. Chapel Over the years, this chapel has been consecrated to several different deities, depending on who ruled the castle. Now it is a shrine to Tiamat, adorned with a handsome wooden statue of the
Intelligence (Investigation) check. Only Rezmir and a few of the lizardfolk (including Snapjaw) who were involved in carving the statue know about the dagger.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1L. Chapel Over the years, this chapel has been consecrated to several different deities, depending on who ruled the castle. Now it is a shrine to Tiamat, adorned with a handsome wooden statue of the
Intelligence (Investigation) check. Only Rezmir and a few of the lizardfolk (including Snapjaw) who were involved in carving the statue know about the dagger.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
appropriate ability check, depending on their approach. A character who offers a bribe of 10 gp reduces the DC of this check by 5. On a failed check, the former guard walks away, disinterested in further
gnome), a cheerful woman who fidgets constantly To convince a former guard to share information about the vault and its defenses, a character can make a DC 12 Charisma (Persuasion) check or another
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, depending on their story, against a DC set by the suspicion level. If other characters support the story, the check is made with advantage. On a success, the patrol lets them go. On a failure, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
bellows that fed the furnace.
Flameskull
The channel’s bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
, depending on their story, against a DC set by the suspicion level. If other characters support the story, the check is made with advantage. On a success, the patrol lets them go. On a failure, the
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
party must make a group Dexterity (Stealth) check. The DC is 23 to avoid the notice of Akaanvaerd. On a failed check, Akaanvaerd spots the characters, but he doesn’t pursue them immediately. At your
discretion, the dragon might arrive at the Star Forge just in time to complicate (or simplify, depending on how things go) the party’s encounter with Brimskarda. To avoid only the fire giants’ notice, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corpse to rot. The iron lever operates the mechanism that raises and lowers the portcullises by sliding it along the comb-shaped hole in the floor plate. Depending on how the lever is positioned, it
. Closed portcullises are locked in place; forcing one upward requires a successful DC 26 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wound. He wears only a pair of homespun, water-soaked breeches, and his skin is wrinkled from having spent time in the water. A character who succeeds on a successful DC 12 Wisdom (Medicine) check
about terror in the dark and the sea being the only escape. A careful questioner might be able to extract further information depending on the questions asked. In his former life, Philpert spent much
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
can try to convince a hostile kobold to have a conversation or to allow the characters to explore the area, doing so on a successful DC 15 Charisma check. Depending on the character’s approach, the
Deception, Intimidation, or Persuasion skill can apply to the check. This list summarizes what the kobolds know: Kobold History. The kobolds here have served Sparkrender for about a year. They revere the






