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Returning 35 results for 'conceal roiling guiding to have rules'.
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Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Monsters
Icewind Dale: Rime of the Frostmaiden
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
. Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
listed in the Sorcerer Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
. Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
listed in the Sorcerer Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Limbo Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into diamond that burns up into smoke that becomes
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Limbo Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into diamond that burns up into smoke that becomes
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
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->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->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->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Knights of the Black Sword The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of
, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their amulets as
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
already joined). The “Vortshu and T’kitka at Vocath” sidebar shows these rules in play. VORTSHU AND T’KITKA AT VOCATH
The following is an example of the “Forming a Coalition” rules in play.
A
its captain, Kree’esh.
Rika’s faction is concerned about personal freedom. Rika looks forward to guiding his people to a new Wildspace system where they can thrive.
Attitude Adjustment. Characters
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
passageways and cocoonlike chambers. Structures, ships, and other objects are caught in the webbing. The webs conceal random portals that snare objects from demiplanes and Material Plane worlds that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
already joined). The “Vortshu and T’kitka at Vocath” sidebar shows these rules in play. VORTSHU AND T’KITKA AT VOCATH
The following is an example of the “Forming a Coalition” rules in play.
A
its captain, Kree’esh.
Rika’s faction is concerned about personal freedom. Rika looks forward to guiding his people to a new Wildspace system where they can thrive.
Attitude Adjustment. Characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Knights of the Black Sword The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of
, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their amulets as
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free. Rules for detecting, disabling, and escaping the trap are as
den (cave G). Cultists later animated Zurf’s half-eaten corpse, which now guards the cultists’ lair (cave K). Oggdug now shuns both caves. Treasure. The filthy bearskins conceal a pile of equine bones
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information
below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information
below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information
below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell