Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before before decaying cantrip reveals'.
Other Suggestions:
before before dealing cantrip repeats
before before dealing cantrip reverts
before before dealing cantrips revel
before before dealing cantrips reveal
before before dealing cantrip reveal
Magic Items
Candlekeep Mysteries
in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.
The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of
damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fraying silk cushions.
The air in here carries the stench of decaying fish. A lit brazier hangs from a rafter, providing the dwelling’s only light.
No bullywugs are present. Treasure. The small
wooden chest contains cookware, spices, old fishbones, and a mummified toad. A detect magic spell reveals an aura of evocation magic around the toad, and an identify spell or similar magic reveals what
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
was slashed by a sword. Leafing through the crumbling book reveals that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who joined Argynvost
transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read: The beacon in the picture flashes with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Close examination reveals two or more pinpricks of silver light deep inside the sphere. A professor orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on
cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. Professor Bring. The orb found in this room is lawful neutral and introduces itself as Professor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the vessel, and beyond that a hole punched through the bottom of the trench leads into area T3 20 feet below. Any other search of the ship reveals nothing except for ancient, rusted chain mail and
scraps of decaying armor not of Djaynaian design. T3: Broken Entry The hole below the ship extends through the ceiling of an ancient, hidden structure. Characters who have the Stonecunning trait can tell
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
, 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
repaired as follows: Each casting of the mending cantrip restores 1 hit point to the damaged saucer. A character who has tinker’s tools, proficiency in the Arcana skill, and 10 gp worth of replacement
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
Scarlet Mire are caused by the glut of decaying bodies beneath the marsh’s surface. Crawling claws skitter through the marsh, grasping at any who pass through. Scarlet Mire is also inhabited by roving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic spell reveals an aura of transmutation magic around each one. Any nonmagical weapon that strikes a statue for the purpose of dealing damage to it turns to dust. Magic Mouth In Halaster’s voice, the
is running out.” Mine Carts The axles, wheels, and brake handles of the mine carts are rusted in place. A prestidigitation cantrip or similar magic can free the mechanisms and render a mine cart
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
drifts through its broken doors.
A detect magic spell cast here reveals an aura of conjuration magic. The tower’s interior is ruined but surprisingly clean, thanks to permanent unseen servant
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sense of claustrophobia. A successful DC 14 Intelligence (Arcana or Nature) check reveals that the tunnels were not created by hand, claw, or tool, but rather by magic or another strange effect; if
of one of the pools like an oil slick. M9. Transformation Chamber New scents greet you here: the musty funk of decaying fabric and old furs, and the smell of rot lingering in the stagnant air. Thick
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cantrip. If all else fails, Leosin reveals that he has a hidden knife with which they can cut themselves free. If characters admit they came from Greenest and are enemies of the cult, the effect is the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
five 1-foot-long pieces — the four that Halaster placed on display here, plus a fifth piece he cast away. A detect magic spell reveals no magical auras around the staff fragments. Each of the staff’s
sections of the staff) can be restored to a single section with a mending cantrip, as can pieces four and five (the bottom two sections). If the fifth piece is found, the entire staff can be restored
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
use for a cantrip. If all else fails, Leosin reveals that he has a hidden knife with which they can cut themselves free. If characters admit they came from Greenest and are enemies of the cult, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cantrip and pressing its spectral fingers into the keystone’s indentation opens the gate for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The
Door. A seam in the rock wall reveals a secret swivel door covered with oily troglodyte secretions. Anything that touches the oily door carries the mildly revolting stench of troglodytes for 1 hour or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lungs and it’s close by. Conversely, a message cantrip or similar magic can be used to get the plesiosaurus’s attention. The creature is curious to hear what the characters have to say: A reptilian
awakening is permanent.) A character must succeed on a DC 14 Charisma (Persuasion) check to convince the plesiosaurus to talk more about the purpose of its attacks. The plesiosaurus reveals that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
staff can be repaired with a mending cantrip. The first time the intact staff is held, it wails, “Help! Thief! Criminal!” before its magic fades forever. If the wailing occurs here, the creatures in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypts 37 and 38, between crypt 37 and the wall south of it, and between crypt 38 and the wall south of it. The traps can’t be perceived except with a detect magic spell, which reveals an aura of
Dragon Crush, or Purple Grapemash No. 3. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is buried under the wine bottles. A character who searches under the bottles finds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
unconscious while on a bridge has a 50 percent chance to fall into the pigpen. Enchanted Pillars. A detect magic spell reveals that each pillar radiates an aura of enchantment magic. Any humanoid that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
cast the minor illusion cantrip at will, using Intelligence as its spellcasting ability. If the creature that drinks the liquid can already cast the minor illusion cantrip, or if the liquid is
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
floor is covered with decaying vegetation. Three small mushroom-folk are working amid the filth. In the southwest corner of the cave, a bulbous object the size of a cart clings to the wall and
amid the other pieces and breaks open, releasing a fire snake from this stony egg. Seeing the characters only as fuel, it attacks them at once. Breaking the fire crystal also reveals the reason the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
reveals that girl in the pig mask asked him if he had any regrets, and said that if he did, she knew someone who could help him—he just had to follow her. If the characters fail to find Rubin after 3
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is
reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:
Undead within 30 feet of the figurine can’t be turned. Dead
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
light.
A detect magic spell cast here reveals an aura of illusion magic. This magic makes the eyes carved into the tower appear to follow those who approach the structure. Characters who enter the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Deadly 1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
be hidden to be effective. Otherwise, avoiding the trap is usually easy. A trigger requires a Wisdom (Perception) check if simply spotting it reveals its nature. The characters can foil a pit trap
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
crystal-clear water and has a silver cup sitting on its edge. A detect magic spell reveals an aura of divination magic in the water, one sip of which bestows the effect of the guidance cantrip. A creature
reading through the lore here learn any information they might have missed about the murders at Yellowcrest Manor. Additionally, one journal reveals that Viallis placed the cremated remains of his wife
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Grand Secretary about it when they return to her. Y4: Receiving Hall An altar and a decaying tapestry on the north wall are all that remains in this chamber.
The wooden altar here is bare and
. The fountain and the three limestone sculptures give off an aura of conjuration magic discernible by a detect magic spell. A search of the fountain reveals a mallet made of green limestone that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made to read the portal’s magic reveals that the way forward is blocked except to those with experience using the portal network. The characters must pass through three other
their story. Fortunately, Dagdra is open to reconsidering her life choices and allegiances — and is having a really bad day. If the characters agree to help her complete her tasks, she reveals the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has the word “CANDESCA” inscribed above it (see area H4). Treasure. The tea service is fragile but can be sold for 150 gp if it is safely transported out of the ruins. H4. Reading Room Decaying desks
the decades-old bones of unknown adventurers who were killed by the guardians of the haven. A detect magic spell reveals three magical auras in this room. Two of these auras—one of divination magic






