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Returning 35 results for 'being breaks diffusing checks reward'.
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Kobold Inventor
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit"} to hit, range 5/20 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Green Slime Pot"} to hit, range 5/20 ft., one
Monsters
Vecna: Eve of Ruin
;s home world.
Sunlight Hypersensitivity. While in sunlight, Kas takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use his Change
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
Backgrounds
Ghosts of Saltmarsh
favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: HARVEST THE WATER
You gain advantage on ability checks made using
scavengers. (Evil)
5
Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6
Hard Work. No wave can move a soul hard at
Monsters
Mordenkainen's Fiendish Folio Volume 1
Denizen of the Mist. During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.
Keen Smell. The giant has advantage on Wisdom (Perception) checks
reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4
disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.An Elder Brain’s Lair
The lair of an elder brain always lies deep in the heart
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage.
Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a
Magic Items
Baldur’s Gate: Descent into Avernus
-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges
. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
checks made using thieves’ tools or tinker’s tools.
Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks
Magic Items
Baldur’s Gate: Descent into Avernus
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
by transmitting emotion to the creature carrying or wielding it.
Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
Destroying the Sword. Zariel can destroy the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, along with the iron bands of Bilarro. Reward: Each Bregan D’aerthe character gains 2 renown. 5th “We have a spy deep within Xanathar’s organization, but I fear he has been compromised. It breaks my
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, along with the iron bands of Bilarro. Reward: Each Bregan D’aerthe character gains 2 renown. 5th “We have a spy deep within Xanathar’s organization, but I fear he has been compromised. It breaks my
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, along with the iron bands of Bilarro. Reward: Each Bregan D’aerthe character gains 2 renown. 5th “We have a spy deep within Xanathar’s organization, but I fear he has been compromised. It breaks my
breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath of the Siege When Kansaldi is defeated, the Red Dragon Army breaks completely, retreating southeast toward the Taman Busuk. The adventure unfolds in one of two ways from here: With Mass
the shape of their god’s holy symbol. If there’s not, it’s an ancient +3 shield bearing Solamnic knotwork designs and the symbol of Paladine. Characters gain no reward for a loss.
At the end of the scenario, proceed with “Kalaman Victorious.”
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath of the Siege When Kansaldi is defeated, the Red Dragon Army breaks completely, retreating southeast toward the Taman Busuk. The adventure unfolds in one of two ways from here: With Mass
the shape of their god’s holy symbol. If there’s not, it’s an ancient +3 shield bearing Solamnic knotwork designs and the symbol of Paladine. Characters gain no reward for a loss.
At the end of the scenario, proceed with “Kalaman Victorious.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
least half of the checks succeed, the characters manage to keep the herd together, and the wyverns move on to easier pickings. If the checks fail, the herd breaks up, leaving many goats vulnerable to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
least half of the checks succeed, the characters manage to keep the herd together, and the wyverns move on to easier pickings. If the checks fail, the herd breaks up, leaving many goats vulnerable to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
failures, with each check representing 8 hours of investigation. Other characters can assist, granting advantage on the checks. Harko (bandit captain) has two kenku companions that fight by his side. Reward
ends, while dismissal from the alliance means a loss of membership and the loss of all renown in the faction. Lords’ Alliance Missions Party Level Mission Brief Mission Requirements and Reward 2nd
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath of the Siege When Kansaldi is defeated, the Red Dragon Army breaks completely, retreating southeast toward the Taman Busuk. The adventure unfolds in one of two ways from here: With Mass
the shape of their god’s holy symbol. If there’s not, it’s an ancient +3 shield bearing Solamnic knotwork designs and the symbol of Paladine. Characters gain no reward for a loss.
At the end of the scenario, proceed with “Kalaman Victorious.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
least half of the checks succeed, the characters manage to keep the herd together, and the wyverns move on to easier pickings. If the checks fail, the herd breaks up, leaving many goats vulnerable to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
failures, with each check representing 8 hours of investigation. Other characters can assist, granting advantage on the checks. Harko (bandit captain) has two kenku companions that fight by his side. Reward
ends, while dismissal from the alliance means a loss of membership and the loss of all renown in the faction. Lords’ Alliance Missions Party Level Mission Brief Mission Requirements and Reward 2nd
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
failures, with each check representing 8 hours of investigation. Other characters can assist, granting advantage on the checks. Harko (bandit captain) has two kenku companions that fight by his side. Reward
ends, while dismissal from the alliance means a loss of membership and the loss of all renown in the faction. Lords’ Alliance Missions Party Level Mission Brief Mission Requirements and Reward 2nd
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the following ability checks. Consider these examples:
DC 13 Wisdom (Animal Handling). The character guides a horse off course.
DC 13 Charisma (Intimidation). The character tries to startle a
so, the characters must succeed on the following ability checks in this order: DC 15 Strength (Athletics). The character hauls supplies out of the stores in the southwest tower, across the bailey, and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the following ability checks. Consider these examples:
DC 13 Wisdom (Animal Handling). The character guides a horse off course.
DC 13 Charisma (Intimidation). The character tries to startle a
so, the characters must succeed on the following ability checks in this order: DC 15 Strength (Athletics). The character hauls supplies out of the stores in the southwest tower, across the bailey, and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the following ability checks. Consider these examples:
DC 13 Wisdom (Animal Handling). The character guides a horse off course.
DC 13 Charisma (Intimidation). The character tries to startle a
so, the characters must succeed on the following ability checks in this order: DC 15 Strength (Athletics). The character hauls supplies out of the stores in the southwest tower, across the bailey, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk. Even though any information the characters might bring back is truly of little value, the council is pleased with whatever report they provide and promises to make good on their reward. In
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk. Even though any information the characters might bring back is truly of little value, the council is pleased with whatever report they provide and promises to make good on their reward. In
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk. Even though any information the characters might bring back is truly of little value, the council is pleased with whatever report they provide and promises to make good on their reward. In
the aid of the adventurers. The alliance has a need for a team to pull off a mission that could give the allies the upper hand even before full-scale war breaks out, and the adventurers have proven
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
herself. Order of the Gauntlet Missions Party Level Mission Brief Mission Requirements and Reward 2nd “We hear that the Zhents are paying gangs in the Field Ward to attack suspected Xanathar Guild
Field Ward and, as a fight threatens to break out, make three successful DC 12 Charisma (Intimidation) checks before failing three checks, or else defeat four thugs (preferably without killing them) to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
herself. Order of the Gauntlet Missions Party Level Mission Brief Mission Requirements and Reward 2nd “We hear that the Zhents are paying gangs in the Field Ward to attack suspected Xanathar Guild
Field Ward and, as a fight threatens to break out, make three successful DC 12 Charisma (Intimidation) checks before failing three checks, or else defeat four thugs (preferably without killing them) to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
at a Fast pace imposes Disadvantage on a traveler’s Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
most checks and 25 for checks that are crucial to the ordeal. The Reward There’s typically no penalty for failing an ordeal, but the reward for success can be great. A character can request anything
ordeal, as the name indicates, is no easy task. To receive one, a candidate must accomplish at least one near-impossible feat to even make the request: finding a pathway into Nyx. But the reward for






