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Returning 35 results for 'being broader diffusing checks robes'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Cloakroom Apparel. Coats, cloaks, robes, wizard hats, and other apparel hang from hooks on the walls.
Mind Flayer. Standing north of the door is what appears to be a mind flayer.
Most of the
, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of
to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Cloakroom Apparel. Coats, cloaks, robes, wizard hats, and other apparel hang from hooks on the walls.
Mind Flayer. Standing north of the door is what appears to be a mind flayer.
Most of the
, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Cloakroom Apparel. Coats, cloaks, robes, wizard hats, and other apparel hang from hooks on the walls.
Mind Flayer. Standing north of the door is what appears to be a mind flayer.
Most of the
, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of
to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of
to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of
add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Disguise Kit. This pouch of cosmetics, hair dye
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of
add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Disguise Kit. This pouch of cosmetics, hair dye
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of
add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Disguise Kit. This pouch of cosmetics, hair dye
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with Amanisha, the effects of Jijibisha’s wall of fire spell spring up, separating as many characters from their boat as possible. Read the following description: A woman with tattered, ancient robes and
has disadvantage on ability checks and attack rolls until she regains it. She fights to the death. A character who succeeds on a DC 20 Intelligence (History) check has heard of Jijibisha Manivarshi and can confirm that she was favored to win the Shankha Trials the year Manivarsha was destroyed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with Amanisha, the effects of Jijibisha’s wall of fire spell spring up, separating as many characters from their boat as possible. Read the following description: A woman with tattered, ancient robes and
has disadvantage on ability checks and attack rolls until she regains it. She fights to the death. A character who succeeds on a DC 20 Intelligence (History) check has heard of Jijibisha Manivarshi and can confirm that she was favored to win the Shankha Trials the year Manivarsha was destroyed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with Amanisha, the effects of Jijibisha’s wall of fire spell spring up, separating as many characters from their boat as possible. Read the following description: A woman with tattered, ancient robes and
has disadvantage on ability checks and attack rolls until she regains it. She fights to the death. A character who succeeds on a DC 20 Intelligence (History) check has heard of Jijibisha Manivarshi and can confirm that she was favored to win the Shankha Trials the year Manivarsha was destroyed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
secure and safe to walk on, enabling creatures to scale the outside of the tower without having to make ability checks. The scaffolding rattles and creaks, however, and any creature that moves on it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
day (spell save DC 15), and levitate (self only) once per day. While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. When the
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
secure and safe to walk on, enabling creatures to scale the outside of the tower without having to make ability checks. The scaffolding rattles and creaks, however, and any creature that moves on it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
day (spell save DC 15), and levitate (self only) once per day. While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. When the
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
secure and safe to walk on, enabling creatures to scale the outside of the tower without having to make ability checks. The scaffolding rattles and creaks, however, and any creature that moves on it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
day (spell save DC 15), and levitate (self only) once per day. While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. When the
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
wall depicts a handsome, long-haired man in flowing robes, radiating golden light. Fountains burble to the north and south. The east wall holds a single door to the north and a double door to the south
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
wall depicts a handsome, long-haired man in flowing robes, radiating golden light. Fountains burble to the north and south. The east wall holds a single door to the north and a double door to the south
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
wall depicts a handsome, long-haired man in flowing robes, radiating golden light. Fountains burble to the north and south. The east wall holds a single door to the north and a double door to the south
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
of the monastery. All wear cowled robes to conceal their features, which can be seen only if a monk is forced to unmask, or if a watchful character gets close to a monk and succeeds on a DC 12 Wisdom
remotely that it could accomplish close up, including making physical ability checks and attacks.
Because they are linked to the planar craft, teleportation-field devices function only in the monastery
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
of the monastery. All wear cowled robes to conceal their features, which can be seen only if a monk is forced to unmask, or if a watchful character gets close to a monk and succeeds on a DC 12 Wisdom
remotely that it could accomplish close up, including making physical ability checks and attacks.
Because they are linked to the planar craft, teleportation-field devices function only in the monastery
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
of the monastery. All wear cowled robes to conceal their features, which can be seen only if a monk is forced to unmask, or if a watchful character gets close to a monk and succeeds on a DC 12 Wisdom
remotely that it could accomplish close up, including making physical ability checks and attacks.
Because they are linked to the planar craft, teleportation-field devices function only in the monastery
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
means that only one character can search for each item. Once three items are located with three checks, any character must then make a Strength (Athletics) or Dexterity (Acrobatics) check to place the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
robes recline on the beds.
Torches in wall sconces fill this room with Bright Light. Four Cultists relax in these quarters for the Cult of Chaos. They are nonchalantly discussing the finer points of
try to de-escalate the situation and make one of the following ability checks (with Advantage if the character is dressed like a member of the Cult of Chaos). Consider these examples: DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rolls, as well as on Wisdom (Perception) checks that rely on sight. Kleve Vizeran holds the control gem of a death slaad he calls “Kleve.” The slaad serves as the archmage’s bodyguard, and is close by
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
robes recline on the beds.
Torches in wall sconces fill this room with Bright Light. Four Cultists relax in these quarters for the Cult of Chaos. They are nonchalantly discussing the finer points of
try to de-escalate the situation and make one of the following ability checks (with Advantage if the character is dressed like a member of the Cult of Chaos). Consider these examples: DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
means that only one character can search for each item. Once three items are located with three checks, any character must then make a Strength (Athletics) or Dexterity (Acrobatics) check to place the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
means that only one character can search for each item. Once three items are located with three checks, any character must then make a Strength (Athletics) or Dexterity (Acrobatics) check to place the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it at a time. It can make up to four Pseudopod attacks on its turn, and it makes Strength checks and Strength saving throws with advantage. When the cube shrinks back to normal size, any creatures
the water is the putrid, rotting corpse of a human wizard in green and purple robes. This is what remains of Salamanth, one of Halaster’s more foolish apprentices. Treasure. A search of the room reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it at a time. It can make up to four Pseudopod attacks on its turn, and it makes Strength checks and Strength saving throws with advantage. When the cube shrinks back to normal size, any creatures
the water is the putrid, rotting corpse of a human wizard in green and purple robes. This is what remains of Salamanth, one of Halaster’s more foolish apprentices. Treasure. A search of the room reveals
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
robes recline on the beds.
Torches in wall sconces fill this room with Bright Light. Four Cultists relax in these quarters for the Cult of Chaos. They are nonchalantly discussing the finer points of
try to de-escalate the situation and make one of the following ability checks (with Advantage if the character is dressed like a member of the Cult of Chaos). Consider these examples: DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach.
If the rat in area 11 warns him that trouble is
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach.
If the rat in area 11 warns him that trouble is
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages






