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Returning 15 results for 'before being declared convince reaction'.
Other Suggestions:
before being deceased continue reaction
before being declare continue relation
before being deceased continue relation
before being declare continue reactions
before being declare convinced reactions
Magic Items
The Book of Many Things
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Lum the Mad In response to any reaction or questions, the agent proudly explains how the partially functioning Infernal Machine was used to find and capture Lum the Mad, so that he could assist in
bring the machine online. However, he is also able to deactivate the machine, or even cause it to self-destruct—if the characters can convince him to do so with appropriate roleplaying or Charisma checks of your determination.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
be required to convince a friendly creature to take that risk. An indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature’s indifference
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Sparkrender’s Kobold Allies The kobolds who joined forces with Sparkrender are lawful evil and cruel. Their initial reaction toward outsiders is hostile (see “Social Interaction” in the Basic Rules
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the characters releases Adirohit. However, Amanisha urges the characters to consider cautiously. Through roleplaying or by succeeding on a DC 12 Charisma (Persuasion) check, a character can convince
outraged that humans would pervert the sacred trials and unleashed a flood to punish the whole city by sinking it into the swamp. Jijibisha Manivarshi survived, though, and declared herself winner of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
sivak draconian (see appendix B) stands guard in human guise. It’s using its Shape Theft reaction to take the form of a Kalaman soldier it killed. If slain, it shifts back to its true form. Two
she insisted she be allowed to explore the fort. In the days since, she has told Lanal every story she knows twice and has declared him her adopted cousin. She’s convinced his name is Flannel, though
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
her belt. If asked, she lends the characters the lantern but is hesitant to lend the gem. A character can convince her to lend them the Gem of Seeing by succeeding on a DC 18 Charisma (Persuasion
characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Francesca Baerald Map 7.2: Tomb Complex
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hunters (see appendix C) and 3d10 locathah (see appendix C) Alien Inhabitant Reactions d6 Reaction 1 The inhabitants try to force the characters to serve their leader. 2 The inhabitants demand the
scouts, 4d10 guards 5 1d4 stone golems, 1d4 mages, and 3d10 guards 6 1 shield guardian, 2d4 knights, 2d6 priests, and 6d10 commoners Sanctum Island Reactions d6 Reaction 1 The characters are allowed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who is capable of incredible feats. Yet these heroes also display shortcomings, such as hesitance or selfishness. Only the chief gnome deity, Garl Glittergold, can convince the others to set aside
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
damage and must immediately use its reaction, if available, to move as far as its speed allows out of the Lorehold Deans’ Wing. If the creature succeeds, it takes half as much damage and doesn’t have
the deans they depict and are generally stodgy and pedantic. However, characters who succeed on a DC 16 Charisma (Persuasion) check can convince the portraits that the party belongs there. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
communicate with Mudlump can, with a successful DC 13 Charisma (Persuasion) check, convince him not to attack Amidor or the party. Here are three options for settling the dispute, though clever players
can come up with others: Honorable Duel. The characters convince Mudlump to participate in an honorable duel against one of their own. If Mudlump wins, he gets Pollenella; if he loses, he lets Amidor
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
feathers (a +3 Wand of the War Mage). A character who succeeds on a DC 15 Charisma (Persuasion) check can convince Abalahin to relinquish the wand voluntarily. The wand can also be removed without
use an action to try to convince Rerak to turn against his creator. Have that character make a DC 23 Charisma (Persuasion) check. If the character mentions the mirages or Acererak’s disdain toward his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, northeast, and southeast walls are rusted shut, and a semicircular chamber that opens in the southwest wall contains a shrine.
To convince unwelcome visitors that this cave is unused, the facility’s
cyclops fears a terrible fate for the miners. Regardless of the characters’ reaction to this revelation, learning it counts for the purposes of the Power of Secrets rules in this book’s introduction. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
have proof they have done so, might be able to convince Drexa to help them. Drexa has seen failed coups before, and he sides with the characters only if he’s sure to wind up on top. Narrow Tunnel. The
Ghaunadaur’s curse. The curse is like a polymorph spell, except it turns the offender into an ochre jelly that lacks the Split reaction. A greater restoration or remove curse spell ends this effect. F20. Hall of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters convince the commoners of their good intentions, such as by offering gifts and by not drawing weapons, the lizardfolk lead them to area 9. The basting liquid is a spiced oil. Two of the
reaction to intruders, assuming he is not immediately attacked, will be one of mild surprise, asking them who they are, where they come from, who sent them, and so forth. He knows they are not ambassadors






