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Returning 35 results for 'conceal whether relate'.
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Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Monsters
Storm King's Thunder
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
Changeling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions
Species
Eberron: Rising from the Last War
pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging
, but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa
Backgrounds
Guildmasters’ Guide to Ravnica
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
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
races
to raise them, only to find that while their mind develops normally, a wechselkind is forever bound in the unchanging form of a childlike doll.
Whether nurtured or shunned, most wechselkind
eventually find themselves living as outcasts, and learning to fend for themselves as best they can. The residual magic of their faerie glamour allows a wechselkind to conceal themself for short periods
backgrounds
For a time, you traveled with the Lord of Fools’ strange and unsettling revelry. Whether you are still welcome in that company, or you’ve struck off on your own, your time with the troupe
table.
Reveler Trinkets
1d6
Thread
1
A small wind-up bell that you can conceal in the palm of your hand with a button to activate it
2
A dented metal spray bottle
3
A
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
already suspect aurumvoraxes, Kedjou can relate more about their history and how they were once removed from the region. To the Academy Prince Simbon escorts the characters to Anisa Academy, a ten-minute
who succeed on a DC 15 Wisdom (Insight) check recognize his complaints conceal jealousy of the well-liked rival prince.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
already suspect aurumvoraxes, Kedjou can relate more about their history and how they were once removed from the region. To the Academy Prince Simbon escorts the characters to Anisa Academy, a ten-minute
who succeed on a DC 15 Wisdom (Insight) check recognize his complaints conceal jealousy of the well-liked rival prince.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hide [Action] With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total
Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Hidden People Wherever humans can be found, there are changelings; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
communities, but most prefer to wander the unpredictable path of the Traveler. In creating a changeling adventurer, consider the character’s relationships with people around them. Does the character conceal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Hidden People Wherever humans can be found, there are changelings; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
communities, but most prefer to wander the unpredictable path of the Traveler. In creating a changeling adventurer, consider the character’s relationships with people around them. Does the character conceal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hide [Action] With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total
Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hide [Action] With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total
Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
maintain the trust of its clients and takes a position of absolute neutrality in all disputes, whether between houses or nations. Gnomes have a natural love of intrigue, and the different families within
the house often engage in subtle schemes and feuds, but these are never allowed to threaten the house as a whole. Sivis gnomes are typically friendly, curious, and engaging; but that kindly exterior may conceal a scheming mind.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hide [Action] With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total
Cover, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
maintain the trust of its clients and takes a position of absolute neutrality in all disputes, whether between houses or nations. Gnomes have a natural love of intrigue, and the different families within
the house often engage in subtle schemes and feuds, but these are never allowed to threaten the house as a whole. Sivis gnomes are typically friendly, curious, and engaging; but that kindly exterior may conceal a scheming mind.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chooses her own name, which might or might not relate to her birth name. Some hags use different names in different guises, but still prefer their original name as their favorite. The Hag Names table
randomly determine (equal chance of either) whether a hag has a title or a last name. Hag Names d12 Title First Name Last Name 1 Auntie Agatha Bonechewer 2 Black Agnes Frogwart 3 Cackling Ethel Greenteeth
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chooses her own name, which might or might not relate to her birth name. Some hags use different names in different guises, but still prefer their original name as their favorite. The Hag Names table
randomly determine (equal chance of either) whether a hag has a title or a last name. Hag Names d12 Title First Name Last Name 1 Auntie Agatha Bonechewer 2 Black Agnes Frogwart 3 Cackling Ethel Greenteeth
Compendium
- Sources->Dungeons & Dragons->Monster Manual
unsettling forms to frighten foes. A doppelganger’s agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table
.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
unsettling forms to frighten foes. A doppelganger’s agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table
.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mortality, whether embodied in undead monsters or expressed through the death of loved ones. A campaign revolving around an insidious evil, whether dark gods, monstrous races such as the yuan-ti, or
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mortality, whether embodied in undead monsters or expressed through the death of loved ones. A campaign revolving around an insidious evil, whether dark gods, monstrous races such as the yuan-ti, or
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging, but that kindly exterior might conceal a scheming
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging, but that kindly exterior might conceal a scheming
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. A tressym can detect whether
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. A tressym can detect whether
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the opinion he’s formed about the characters. If Snapjaw isn’t yet sure whether the characters are the saviors he hopes they are, he tells the guards that these are cultists coming to join those already
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the opinion he’s formed about the characters. If Snapjaw isn’t yet sure whether the characters are the saviors he hopes they are, he tells the guards that these are cultists coming to join those already
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
Actions
Make a Dexterity (Stealth) check.With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three
-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.On a successful check, you have the Invisible condition
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. A tressym can detect whether a substance is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. A tressym can detect whether a substance is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the opinion he’s formed about the characters. If Snapjaw isn’t yet sure whether the characters are the saviors he hopes they are, he tells the guards that these are cultists coming to join those already
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to