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Returning 35 results for 'conceal reasons guides to have rules'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
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
secrecy they desire is never worth endangering the innocent.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva&mdash
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Using This Supplement Here are ways to use this supplement in concert with Tomb of Annihilation: With your consent, one or more players can create tortle characters using the rules in the “Tortle
encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see “Tortle Guides").
The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Using This Supplement Here are ways to use this supplement in concert with Tomb of Annihilation: With your consent, one or more players can create tortle characters using the rules in the “Tortle
encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see “Tortle Guides").
The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
overview map of the Underdark in chapter 2). Characters accompanied by Zhentarim guides approach Mantol-Derith via a subterranean rift. A narrow trail winds up the side of the rift, ending at a secret door in the northwest corner of the trade hub (area 1a).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
overview map of the Underdark in chapter 2). Characters accompanied by Zhentarim guides approach Mantol-Derith via a subterranean rift. A narrow trail winds up the side of the rift, ending at a secret door in the northwest corner of the trade hub (area 1a).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
respond to them however you can imagine, guided by the rules. Although the DM controls all the monsters you encounter, the DM isn’t your adversary. The DM guides your party’s journey as your characters become more powerful.
ego in the fantasy world of the game. Make a level 1 character using the D&D Beyond Basic Rules. The adventures in Heroes of the Borderlands were designed with the Cleric, Fighter, Rogue, and Wizard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters can move between these splinter-realms only if they have the right fey guides to help them. Chapter 5 describes the Palace of Heart’s Desire, where the archfey Zybilna and her court are frozen in
several appendices wherein you’ll find rules for new magic items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Advice on how to use the Story Tracker appears later in this introduction.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters can move between these splinter-realms only if they have the right fey guides to help them. Chapter 5 describes the Palace of Heart’s Desire, where the archfey Zybilna and her court are frozen in
several appendices wherein you’ll find rules for new magic items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Advice on how to use the Story Tracker appears later in this introduction.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
, scouts looking for food, or bandits hoping to raid merchant caravans that try to shortcut their way across the desert rather than circumnavigate it. The Bedine nomads can act as guides for lost characters, offer clues for stuck players, and provide food and water for adventurers in desperate need.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
, scouts looking for food, or bandits hoping to raid merchant caravans that try to shortcut their way across the desert rather than circumnavigate it. The Bedine nomads can act as guides for lost characters, offer clues for stuck players, and provide food and water for adventurers in desperate need.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
Inspiration
Legacy
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Rules
it.Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It's
a reward for making the game more fun for everyone playing.Other rules might allow your character to gain Heroic Inspiration independent of the DM's decision. For example, Human characters start each day with Heroic Inspiration.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, either in physical form or on DnDBeyond.com: Player’s Handbook. This book is your essential reference for the game’s rules, and it guides you through making an adventurer of your own. Dungeon Master’s
Guide and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. Dice. You need a set of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, either in physical form or on DnDBeyond.com: Player’s Handbook. This book is your essential reference for the game’s rules, and it guides you through making an adventurer of your own. Dungeon Master’s
Guide and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. Dice. You need a set of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming 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
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Inspiration and you already have it, you can give it to a player character in your group who lacks it.
Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons
. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward for making the game more fun for everyone playing.
Other rules might allow your character
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet