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Returning 17 results for 'both before detection checking rules'.
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both before direction checking rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
to the dragonmark houses and can be taken by a character of any race. Dragonmarks and Their Houses Dragonmark House Race Guild Specialties Detection Medani Half-elf Bodyguards, investigation, risk
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Siberys Dragonmarks Lee Moyer Left to Right: Siberys Mark of Detection, Siberys Mark of Shadow, Siberys Mark of Making
While the people of Khorvaire have a limited understanding of
with Dragonmarks?
Compared to the rules in Eberron: Rising from the Last War, here’s what’s different about dragonmarks in this chapter:
The benefits of each dragonmark now derive from feats
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Artificer to make magic items. The Dungeon Master’s Guide provides rules for characters— not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items
, Artificers can do it faster than others; each Artificer subclass improves a character’s speed at making items of a certain category.
When an Artificer crafts a magic item using the normal rules in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
of magic detection hanging from his belt. 24d. Fountain In the west half of the room, a semicircular fountain emerges from the north wall. Fresh water springs from the mouth of a stone trout held in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days at least. Layers 45–47: Azzagrat The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules over the realm of
, surrounded by a seemingly endless expanse of ocean and brine flats. The Prince of Demons rules his layer from two serpentine towers, which emerge from a turbid sea. Each tower is topped with an enormous
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a bristly cube of interlocking spears. Each spear barricade has these rules.
Difficult Terrain. The barricade is Difficult Terrain. A creature that moves through the barricade takes 1d6 Piercing
Barricade” sidebar). The cube is Hostile toward all other creatures and fights them on detection. Clever characters might be able to lure the cube out of the cave through the entrance to area F1, shutting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creations of the Dark Powers, whose bodies have been formed from the land and the Mists. For all intents and purposes, and even under magical detection, these beings are what they appear to be. The Dark
supernatural means, it realizes that its spirit is trapped within the Mists, likely forever. Using the rules for “Fear and Stress” from chapter 4, the creature gains a new Seed of Fear. If a being with a soul
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
human), a city watch veteran who rigidly enforces the rules Investigating Security Measures The museum is protected by several security measures after it closes at 8 p.m. Alarms. Audible alarm spells
V15 before closing, but anyone who hides here avoids detection. Attic or Basement. The guards don’t enter areas V16 or area V17 before the museum closes. Reentering the Museum The characters might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
stand guard outside this building, one in front of each door. They allow registered visitors to enter after checking their identification papers. This structure once housed a dwarven smithy, and the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the rules in this book should be treated as a high magic campaign, with the DM and the players understanding that the difficulty of encounters and other tasks might need to be ramped up to offer a real
challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
The vault’s Undead soldiers
with a successful DC 13 Wisdom (Perception) check. Treasure. The back of the altar is hollow and bears a single shelf, on which sits a Wand of Enemy Detection. V36: Akaazi’s Quarters This room contains






