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Returning 35 results for 'cautious check'.
Other Suggestions:
curious check
Monsters
Stranger Things: Welcome to the Hellfire Club
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.Club. Melee Attack Roll: +2;{"diceNotation":"1d20+2
Commoners constitute the majority of people who don’t pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have.
Monsters
Adventure Atlas: The Mortuary
creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the coffin is animate.
Spider Climb. The animated coffin can climb difficult surfaces, including upside down on
. Natural ambushers and tireless sentries, animated coffins guard ancient necropolises, family crypts, and the lairs of powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters
Monsters
Curse of Strahd
successful DC 10 Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait
or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
more cautious in sharing what they have. Commoner Medium or Small Humanoid, Neutral
AC 10 Initiative +0 (10)
HP 4 (1d8)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex
(XP 10; PB +2)
Traits
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.
Actions
Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
players say otherwise, assume that the characters explore at a cautious rate of 200 feet every 5 minutes. Searching an unnumbered location takes 30 minutes and requires a check for random encounters
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to
0 (XP 10; PB +2)
Traits
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.
Actions
Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
talking, and make sure you check in about what every character is doing, especially during periods of exploration and social interaction, rather than focusing just on one player’s character. Sometimes
everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
talking, and make sure you check in about what every character is doing, especially during periods of exploration and social interaction, rather than focusing just on one player’s character. Sometimes
everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
’ leader, whom the outlaws call “Glasstaff,” and bring her any correspondence found in his quarters. The characters are wise to be cautious when dealing with Halia. She doesn’t reveal that she wants to take
over the Redbrands herself. A successful DC 15 Wisdom (Insight) check indicates Halia has ulterior motives for removing the Redbrands’ leader. Further, in chapter 4, Halia smuggles Nezznar the Spider
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
forthright and honest to a fault. Norbus is gruff and excessively cautious. They banter like an old married couple. Each dwarf has ten days of rations, a waterskin, mining tools, and one of two matching
. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. Dazlyn and Norbus have found one secret door thus far, in area E4. The others have yet to be discovered
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
station’s actions regardless. A character that takes the Study action and succeeds on a DC 9 Intelligence (Arcana) check recalls not only that a pilot must bear a Mark of the Storm, but also that House
(Athletics) check or fall. On the Deck. Creatures wearing harnesses on the ship’s deck can climb the deck’s vertical surface without falling. A creature has Disadvantage on attack rolls while wearing
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into
creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the coffin is animate.
Spider Climb. The animated coffin can climb difficult surfaces, including upside down on
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wereraven Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing
imitations with a successful DC 10 Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would
characters can join the chase, try to talk people down, protect the stag, or ignore the situation, as they see fit. It can be tracked through the forest with a successful DC 10 Wisdom (Survival) check. A new
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would
characters can join the chase, try to talk people down, protect the stag, or ignore the situation, as they see fit. It can be tracked through the forest with a successful DC 10 Wisdom (Survival) check. A new
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
can add the d10 to an attack roll, ability check, or saving throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receive advice when entering this area: Cautious Obo’laka thinks the salt pentagram could use more salt and encourages her host to add to it. if any salt is available. (Doing so doesn’t break the wards
wooden statuettes depicting grungs. They are cute but worthless. The lid of the sarcophagus can be lifted and pushed aside with a successful DC 17 Strength (Athletics) check. Within is a varnished
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
leave the trail, then a successful DC 15 Wisdom (Survival) check is needed to find it again. Each check equates to an hour of searching, which calls for a random encounters check. Evening 1 After seven
knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom (Perception) scores of 10 or higher notice the approaching lizardfolk canoes before the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
experience, the characters can become overly cautious, and you run the risk of the action grinding to a halt as the players search every square inch of the dungeon for trip wires and pressure plates
for you to describe what happens next, the players should be specific about how they want to defeat the trap. Simply stating the desire to make a check isn’t helpful for you. Ask the players where their characters are positioned and what they intend to do to defeat the trap.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Goldwarren Locations The following locations are keyed to map 7.1. Map 7.1: The GoldwarrenView Player Version G1: Junction Tunnel After a short, cautious march from the mine entrance, the party
this during the scorpions’ attack, characters who succeed on a DC 12 Intelligence (Arcana or Religion) check know that this is the mark of a magically summoned creature, but also know of no spell that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and one never knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom (Perception) scores of 10 or higher notice the approaching lizardfolk
) check loosens their tongues. If the lizardfolk aren’t tied up, characters have disadvantage on these rolls because the lizardfolk think them soft-hearted. Lizardfolk know that they’re transporting
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters must be cautious while using area spells that deal fire or force damage. One such spell does minimal damage that can be fixed by the crew at sea after the fight ends. If two such spells are used
try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each creature
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
characters must be cautious while using area spells that deal fire or force damage. One such spell does minimal damage that can be fixed by the crew at sea after the fight ends. If two such spells
merrow try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
, where they keep a cautious eye on Frostskimmr. Wizards, sorcerers, and warlocks among the party attract scornful looks. Do your best to communicate an atmosphere of tense hostility to the players. Any
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
they keep a cautious eye on Frostskimmr. Wizards, sorcerers, and warlocks among the party attract scornful looks. Do your best to communicate an atmosphere of tense hostility to the players. Any crew
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
tattooed on one of her agents. A character who examines any visible tattoos and succeeds on a DC 15 Intelligence (Investigation) check notices some of the hidden marks. A character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
tattooed on one of her agents. A character who examines any visible tattoos and succeeds on a DC 15 Intelligence (Investigation) check notices some of the hidden marks. A character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cautious of outsiders but gullible, and they resent Ruxithid for putting them on guard duty. A character can convince the goblins to open the door with either a successful DC 15 Charisma (Deception or
Persuasion) check or a bribe worth at least 25 gp. If the characters threaten violence, the goblins attack. Three rounds later, reinforcements from area Z3 arrive. Z2: Vestibule Dim blue light bathes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Functions: Destroy targets (people and information); study conflicts Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to make sense of
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of 60 feet. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons
that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
arrive at the ferry. The other duergar are searching Easthaven for chardalyn. The duergar are cautious enough to turn invisible while moving through town and on the docks, but not smart enough to cover the
tracks they make in the snow. Characters who search for tracks on the snow-covered dock and succeed on a DC 10 Wisdom (Survival) check can discern 1d4 distinct sets of dwarven boot prints leading to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonthreatening manner, the guards are cautious but willing to summon their leaders to speak on their behalf. If greeted with hostility, the drow elite warrior sounds the alarm with a single whistle, bringing
lock on the chest can be picked with a successful DC 15 Dexterity check using thieves’ tools, or opened with a knock spell or similar magic. Melith’s shrine contains a 1-pound obsidian figurine of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sure the characters understand the unpredictable nature of the components’ magic, you give them good incentive to be cautious about using them. And if the power of the components threatens to derail
destruction.
As the characters draw closer, a successful DC 15 Intelligence (Arcana or Investigation) check reveals that the fire damage isn’t natural, and that magic was likely involved. The same
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Lambent Zenith, keep watch here. Characters who want to avoid the githyanki must succeed on a DC 15 Dexterity (Stealth) check. The knights notice characters who fail the check, beckoning them to
approach and state their business. Lysan and Zastra are cautious but friendly. They have a sardonic sense of humor developed after being stranded for so long. If the characters express no hostile






