Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conceal readies guide to have repelling'.
Other Suggestions:
concept reaches guide to have recalling
conceal readily guide to have revealing
concept reaches guide to have reveling
conceal reading guide to have revealing
conceal relies guide to have revealing
Classes
Sword Coast Adventurer's Guide
.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling
attacks by sahuagin, pirates, and other waterborne threats.
Storm Sorcery Features
Sorcerer Level
Feature
3rd
Wind Speaker, Tempestuous Magic
6th
Heart of the Storm, Storm Guide
14th
Storm’s Fury
18th
Wind Soul
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Classes
Sword Coast Adventurer's Guide
.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling
attacks by sahuagin, pirates, and other waterborne threats.
Storm Sorcery Features
Sorcerer Level
Feature
1st
Wind Speaker, Tempestuous Magic
6th
Heart of the Storm, Storm Guide
14th
Storm’s Fury
18th
Wind Soul
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see chapter 7 of the Dungeon Master’s Guide) in which to trap Maegera. While the drow creep back into Gauntlgrym to perpetrate this great theft (see the “Gauntlgrym” section in chapter 3), Zalto
readies his family’s ancestral forge for the arrival of Maegera and the Vonindod fragments. In this part of their mission, the characters journey to Ironslag, Zalto’s fortress in the icy mountains north
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see chapter 7 of the Dungeon Master’s Guide) in which to trap Maegera. While the drow creep back into Gauntlgrym to perpetrate this great theft (see the “Gauntlgrym” section in chapter 3), Zalto
readies his family’s ancestral forge for the arrival of Maegera and the Vonindod fragments. In this part of their mission, the characters journey to Ironslag, Zalto’s fortress in the icy mountains north
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
Features Sorcerer Level Feature 1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Storm’s Fury 18th Wind Soul Wind Speaker The arcane magic you command is infused with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
Features Sorcerer Level Feature 1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Storm’s Fury 18th Wind Soul Wind Speaker The arcane magic you command is infused with
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Nightspider Dead Ahead The neogi ship bearing down on the Moondancer at the end of chapter 3 is a nightspider called the Ebonsnare. See chapter 2 of the Astral Adventurer’s Guide for more information
repelling the neogi boarding party, especially if they have just fought off the psurlons hiding aboard the derelict nautiloid in chapter 3. Luckily, a patrol from the Rock of Bral happens upon the characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
boiled or magically purified. A CURE FOR DEAD CHARACTERS
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Nightspider Dead Ahead The neogi ship bearing down on the Moondancer at the end of chapter 3 is a nightspider called the Ebonsnare. See chapter 2 of the Astral Adventurer’s Guide for more information
repelling the neogi boarding party, especially if they have just fought off the psurlons hiding aboard the derelict nautiloid in chapter 3. Luckily, a patrol from the Rock of Bral happens upon the characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
boiled or magically purified. A CURE FOR DEAD CHARACTERS
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
“Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
“Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is considered a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). This madness befell Zilch long before the demon lords arrived, and has only gotten worse since
against a stone column at the edge of the fungi grove is a cowardly deep gnome named Flink. He suffers from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is considered a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). This madness befell Zilch long before the demon lords arrived, and has only gotten worse since
against a stone column at the edge of the fungi grove is a cowardly deep gnome named Flink. He suffers from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
figure out what it does (see “Identifying a Magic Item” in the Dungeon Master’s Guide), give that item’s description to the players. Statistics Creature stat blocks should be kept hidden from the players
whether the characters possess such knowledge, have them make an Intelligence check (see the Dungeon Master’s Guide for more guidance about ability checks), and share the information if one or more
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
!”
Gargenhale has used his Ship Invisibility action to conceal the Second Wind, although the effect is not readily apparent to anyone aboard the vessel. To pursue the fleeing mutineers, the Second Wind must
fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the Dungeon Hazards table to determine what the characters encounter. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for more information on each hazard. Dungeon Hazards d6 Hazard
with the party, Topsy and Turvy do their best to conceal and resist their lycanthropic curse if the adventurers have not already learned of it. In the time since they were imprisoned in Velkynvelve
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the Dungeon Hazards table to determine what the characters encounter. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for more information on each hazard. Dungeon Hazards d6 Hazard
with the party, Topsy and Turvy do their best to conceal and resist their lycanthropic curse if the adventurers have not already learned of it. In the time since they were imprisoned in Velkynvelve
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
figure out what it does (see “Identifying a Magic Item” in the Dungeon Master’s Guide), give that item’s description to the players. Statistics Creature stat blocks should be kept hidden from the players
whether the characters possess such knowledge, have them make an Intelligence check (see the Dungeon Master’s Guide for more guidance about ability checks), and share the information if one or more