Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before broken devout conceal resolve'.
Other Suggestions:
before brown devout concept remove
before brown devote concern resolve
before brown devoid concern resolve
before brown devote concept resolve
before brown devoid concept resolve
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
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
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ghost Trap Gremorly’s ritual forces any Humanoid who dies within the keep to return as a ghost that’s unable to pass beyond the keep’s walls. The ritual can be broken by disassembling, moving, or
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
turns a devout warrior into a blessed champion.
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching
for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
strengthened their faith and drew them together. However, some question the validity of theocratic rule. Such doubt can be found even among the most devout followers of the faith; such people fear that the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 10 through the broken window without taking appropriate steps to conceal themselves, the undead creatures in Obo’laka’s tomb attack (see area 10 for more information).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Brightguard Before Atash, the Brightguard was a fringe collective of devout protectors who vowed to defend Akharin Sangar from evil in the name of their deity, the Sunweaver. When the angel Atash—an
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
spiral staircase curling down to the flagstone floor. Tall, empty bookcases line the walls, their shelves mostly bowed and broken. On the lower level, east of two pillars, are four old desks with chairs
desk has a small book tucked under one of its back legs to level it off. The book is titled Elvish Idioms, and its pages have been cut out to conceal a tiny leather packet containing dust of disappearance.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
skeletons of four Huge dragons, their bones held together by wire and cement. A few pieces of each dragon have broken off and fallen to the floor. A fifth dragon skeleton in a similar state of disrepair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
feet from 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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
around Landro, making it impossible to enter Landro except where the barrier has already been broken.”
If the characters negotiate a deal that the Turquoise Spear finds agreeable, Kalyth tells the party
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ELEMENTAL EVIL
As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph
is broken, and the 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph
is broken, and the 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
feet from 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an
object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Two corroded bronze braziers stand in the pool. Toward the middle of the room, two broken urns, each apparently once about four feet tall, poke up out of the water. In the darkness on the eastern
and conceal itself in the moat. If the characters allow themselves to be helped, the slug will precede them to the north side of the moat and stretch its body across the gap, making it appear to be
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, crates, and other containers. Everything is covered with dust, but not enough to conceal the broken bones and weapons lying on the hallway floor.
The remains on the floor belong to a pair of long-dead
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
den (cave G). Cultists later animated Zurf’s half-eaten corpse, which now guards the cultists’ lair (cave K). Oggdug now shuns both caves. Treasure. The filthy bearskins conceal a pile of equine bones
on his threat. E3: Dragon’s Den This spacious cavern contains battered armor, broken weapons, casks of ale and mead, and other supplies. A red-scaled dragon glowers down at the chamber from a rocky
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Terrorism Villain’s Secret Weakness Finding and exploiting a villain’s weakness can be very gratifying for players, although a smart villain tries to conceal its weakness. A lich, for example, has a
object holds the villain’s soul. 2 The villain’s power is broken if the death of its true love is avenged. 3 The villain is weakened in the presence of a particular artifact. 4 A special weapon deals
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
members of your franchise might panic when that crate of figurines of wondrous power you acquired turns out to all be self-activating obsidian steeds. But you have the steady nerves and earnest resolve
weapons are always ready for action. Disguised Weapons d6 Object (Improvised Weapon)
1 The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)
2 A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
chapel persists even if Gremorly’s ritual is broken. But the members of Fate’s Devout—the ghostly adventurers in the dining hall (area 6)—know a ritual to purify the place. They tried it once but were
party known as Fate’s Devout. Wielding divine magic, they traveled across the realm to carry out Istus’s will. They came to this keep because they heard it was holy to Istus, but Gremorly killed them. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the naval ram attached. M3. Cargo Hold The cargo hold has the following features: Debris. Broken crates and barrels that once held food and fresh water litter the ground. Statue. A 25-foot-tall marble
once every 24 hours. M5. Crew Quarters The crew quarters are a mess of rotted mattresses, broken furniture, and ruined belongings. Treasure. A character who succeeds on a DC 13 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Plague-Mort is tucked within a fortress called the Broken Reach, ruled by a succubus named Red Shroud. In the Broken Reach, those who can prove their strength and mettle can stay unharmed for a few
passageways and cocoonlike chambers. Structures, ships, and other objects are caught in the webbing. The webs conceal random portals that snare objects from demiplanes and Material Plane worlds that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
laziness, or the arrogance of other patriars.” What Yvandre Knows Yvandre works to conceal her anger as she talks about how her uncle, Machil, squandered the Rillyn fortune. Instead of establishing a
has long since been turned over to storage for items the family has no use for but doesn’t want to throw out. This dusty chamber is crammed with stacks of old books, barrels of broken tools and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape—soldiers whose dead bodies refuse to decompose. The Mournland is a
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
4 Awakened walrus (see appendix C)
Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
of 25 instead). At some point during the battle, the characters hear bells ringing to the north of town: the barbarians have broken through the gates! The party defeats the undead and rescues Valdi
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
when it is broken, usually when someone walks through it A doorknob that activates a trap when it is turned the wrong way A door or chest that triggers a trap when it is opened A trigger usually needs to
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the main doors hang open. No sign of any other creatures in or around the building can be seen.
Characters can easily force their way into the chapel through any of its broken stained-glass windows
specter returns to join the fray. G2. Chapel of Light Read the following as the characters enter this area: The once-beautiful main area of the chapel is littered with broken furnishings and splintered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Deepking. The lairds hold council to resolve disputes and discuss future plans. Each clan has its own holdings in Gracklstugh and specializes in a certain craft or service. Duergar Clans Smithing Clan
. The leader of the stone giants is Stonespeaker Hgraam, a priest of Skoraeus Stonebones, the god of his people. Hgraam is wise and knowledgeable. He has sensed that some great evil has broken into the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, held in place by a block under the wheels.
The cart’s metal box is still solid, but one of the axles is broken and the other screeches horribly. The supply shed (area 3) contains the parts and
stout stone column in the middle to support the roof, and they built a wooden walkway to span the pit from south to north. Despite many broken or missing planks, the walkway is fundamentally solid






