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                        Returning 35 results for 'check where reveal'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     lore about demons. When you do so, you have Advantage on that check.
At the DMâs discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends
                                                
                                            
                                                
                                                     cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
                                                
                                            
                                                
                                                     conversations, a few clues to their true nature exist. A character who observes one or more of the commoners closely and succeeds on a DC 15 Wisdom (Perception) check notices a faint clicking sound
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creatureâs turns, when it fails an ability check or saving throw or misses an attack roll, it can
                                                
                                            
                                                
                                                     minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesnât require a coffin, and he drinks
                                                
                                            
                                                
                                                     well-muscled, raven-haired, human man in his thirties, though he is far older. His fangs reveal his vampiric nature.
Personality
Kas is cruel, spiteful, and unrelenting in his pursuit of vengeance
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
                                                
                                            
                                                
                                                     dragonsâ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
                                                
                                            
                                                
                                                    .
Emerald dragonsâ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
                                                
                                            
                                                
                                                    ; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
                                                
                                            
                                                
                                                     volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
                                                
                                            
                                        
                                                     Feats
                                                    Playerâs Handbook (2024)
                                                    
                                                
                                            
                                                     Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you
                                                
                                            
                                                
                                                     make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DMâs devising.
05
You emanate a weak magnetic aura
                                                
                                            
                                                
                                                     Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     proficiency in a skill related to a hint, share that hint with them. If the same skill is listed multiple times with the same or higher DCs, reveal hints with the lowest DCs first then hints with higher DCs
                                                
                                            
                                                
                                                     if the group requests additional help. If no character has proficiency in any of the listed skills, characters can make ability checks using the listed skills and DCs. Those who succeed on a check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Examining the Trunk Characters who examine the mimic and succeed on a DC 12 Wisdom (Perception) check notice that the defeated trunkâs wood and leather has been rubbed with a black, oily substance
                                                
                                            
                                                
                                                    . If asked about this, Professor Sharpbeak says itâs likely just a leather conditioner. With no magic remaining in the eldritch balm to reveal the contamination, she has no explanation for why the trunk temporarily turned into a mimic and attacked.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal the partyâs actual location to the players.  Map 2.1: Chult
                                                
                                            
                                                
                                                     travel day, the DM makes a Wisdom (Survival) check on behalf of the navigator. The result of the check determines whether or not the party becomes lost over the course of the day. The DC of the check is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     blanket find nothing inside it. Secret Door A secret door behind the mirror can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
                                                
                                            
                                                
                                                    15. Nursemaidâs Suite Dust and cobwebs shroud an elegantly appointed bedroom (area 15A) and an adjoining nursery (area 15B). Double doors set with panes of stained glass pull open to reveal a balcony
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     corpses hanging from the trees and worms bursting up from the ground. Secret Door A secret door in the west wall can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
                                                
                                            
                                                
                                                     scenes of trees, falling leaves, and tiny critters. Characters who search the walls for secret doors or otherwise inspect the paneling can, with a successful DC 12 Wisdom (Perception) check, notice tiny
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Clue 4: Book Garden This clue refers to the book gardens of area B9. When the characters enter a book garden, they see a lush arboretum. A successful DC 10 Intelligence (Investigation) check reveals
                                                
                                            
                                                
                                                     branches part to reveal a cuddly Strixhaven mascot (see chapter 2), representing a random mascot. This magic works only once per character.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    ) check discerns that the soldiers are holding something back. If pushed, they reveal another clue: Gallio Elibro has been acting strangely. He appears overtired, and heâs been spotted at night wandering
                                                
                                            
                                                
                                                     the haunted tower. If questioned, they reveal the following information: The soldiers were working on the towerâs reconstruction, but they fled last night after seeing a ghost. Before seeing the ghost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     wall with a successful DC 10 Wisdom (Perception) check. Itâs basically an ordinary (albeit rotted) wooden door hidden under a layer of clay. The door pulls open to reveal a stone staircase that
                                                
                                            
                                                
                                                     room has exits in the west and north walls. Chanting can be heard coming from the west.
 The statue depicts Strahd, to whom the cultists made sacrifices in the vain hope that he might reveal his darkest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . If these webs are cleared away, characters can search for the secret door, finding it with a successful DC 15 Wisdom (Perception) check. The door can be pulled open to reveal area K31b.
                                                
                                            
                                                
                                                     eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see âDungeon Hazardsâ in chapter 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Blindsight with a range of 10 feet. Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat. Sniper. If you
                                                
                                            
                                                
                                                     make an attack roll while hidden and the roll misses, making the attack roll doesnât reveal your location.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     the characters didnât learn from the kenku where Floon was taken, asking questions of the locals can reveal that many people saw him being dragged off. A successful DC 15 Intelligence (Investigation
                                                
                                            
                                                
                                                    ) check or 5 gp in bribes allows the characters to trace the kidnappersâ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     couldnât reveal that without implicating herself, but you have no such hesitation. I have no comment on its truthâbut it would be messy if revealed. I am willing to buy this from you.â
 He offers the
                                                
                                            
                                                
                                                     characters 1,000 gp for the original copy of Vidorantâs blackmail material. A character who succeeds on a DC 17 Charisma (Intimidation or Persuasion) check convinces him to increase his payment to 2,000 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
 Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
                                                
                                            
                                                
                                                     burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     githyanki infants (noncombatants) sleep in crystal cradles arranged in five rows of eight.
 Window Slits. Four 2-foot-long, 6-inch-wide window slits reveal the starry void of space beyond.
 A creature
                                                
                                            
                                                
                                                     moving through this chamber must succeed on a DC 10 Dexterity (Stealth) check to avoid waking the sleeping infants. On a failed check, or if any loud noise occurs in this area, the infant githyanki wake
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     the valley or reveal information about it. Trying to navigate the dense fog into or out of the valley without the aid of the guardian requires 1 hour of travel and a DC 20 group Wisdom (Survival) check
                                                
                                            
                                                
                                                    , or verbal argument. The last option requires a successful DC 25 Charisma (Persuasion) check. Multiversal. The Misty Vale connects to other places on the world and to different worlds of the Material
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    . Secret Door A secret door can be discovered between the eastern tapestries with a DC 20 Intelligence (Investigation) check. The door is cunningly hidden among the roomâs wooden panels, and pulls open
                                                
                                            
                                                
                                                     to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . Secret Door A secret door can be discovered between the eastern tapestries with a DC 20 Intelligence (Investigation) check. The door is cunningly hidden among the roomâs wooden panels, and pulls
                                                
                                            
                                                
                                                     open to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     at least 5 minutes inspecting the space can make a DC 14 Intelligence (Investigation) check. On a successful check, the character discovers nothing unusual except for a few persimmon peels (see
                                                
                                            
                                                
                                                     ask about these events at nearby booths, other market vendors initially claim not to have seen anything strange. If a character succeeds on a DC 10 Charisma (Persuasion) check, a vendor says, âMarket
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     successful check doesnât reveal the mechanism to open it. That can be found only through trial and error, or the characters can bypass the mechanism with a knock spell or similar magic. The secret door at
                                                
                                            
                                                
                                                     the torch from its sconce at any time causes the secret door to close and lock shut, becoming sealed as before. Characters can locate this secret door normally, but a successful check doesnât reveal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12).  Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     characterâs passive Wisdom (Perception) score meets or exceeds the demonâs Dexterity (Stealth) check. Both Rahadin and the shadow demon fight until slain. A secret door is set into the north end of the west
                                                
                                            
                                                
                                                     wall. It can be pulled open to reveal a dusty, web-choked staircase of ancient, worn stone (area K79) that descends into darkness.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     secret door in the south wall can be found with a successful DC 15 Wisdom (Perception) check and pulls open to reveal area 38 beyond. Treasure Hanging on the back wall of the cell marked X on the map is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , fighting until reduced to half hit points then fleeing. If any member of Daask is captured, a character who makes a successful DC 12 Charisma (Intimidation) check gets the Daask member to reveal that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Strength check to reveal a 4-foot-square hole in the floor, and in the ceiling of a similarly sized chamber directly below this one (area 5). If the characters move the sarcophagus but leave the chamber
                                                
                                            
                                                
                                                     specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see âTreasureâ). A character
                                                
                                            
                                        






