Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'concealed whether recite'.
Other Suggestions:
conceal whether receive
concerned whether receive
concerned whether remote
conceal whether remote
concerned whether reside
Monsters
Mordenkainen Presents: Monsters of the Multiverse
arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
races
, bright spark of a young humanoid child.
eramic in the form of a small child, animated by faerie magic and concealed in illusion that makes them appear identical to a stolen mortal babe. Once that
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
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
presence.
5
You have grown suspicious that another reveler has a sinister motive concealed by their jester’s guise.
6
You left the revel when you caught a glimpse of the wickedness
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
races
Mordenkainen Presents: Monsters of the Multiverse
recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.
Whatever their true origin, kenku are
most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.
Creating Your Character
At 1st level, you choose whether your character is a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
were used against, armor ordered by the ancestry of its last wearer, and so forth). Regardless of the system, a sapphire dragon takes pride in knowing exactly where any given item is and can recite a
to say whether the pieces were donated willingly
6 A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
were used against, armor ordered by the ancestry of its last wearer, and so forth). Regardless of the system, a sapphire dragon takes pride in knowing exactly where any given item is and can recite a
to say whether the pieces were donated willingly
6 A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a
statistics. Concealed Doors A concealed door is a normal door that is hidden from view. A secret door is carefully crafted to blend into its surrounding surface, whereas a concealed door is most often hidden
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a
statistics. Concealed Doors A concealed door is a normal door that is hidden from view. A secret door is carefully crafted to blend into its surrounding surface, whereas a concealed door is most often hidden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
13. Child of Zotzilaha A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.
If the characters burst
. Creatures. The young woman is actually a nereid (see appendix B) named Dasa Zotz. Whether startled or not, eventually the nereid surfaces and a silvery laugh is heard. This creature is an agent of Zotzilaha
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
13. Child of Zotzilaha A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.
If the characters burst
. Creatures. The young woman is actually a nereid (see appendix B) named Dasa Zotz. Whether startled or not, eventually the nereid surfaces and a silvery laugh is heard. This creature is an agent of Zotzilaha
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
with other creatures very quickly. An elf often knows within minutes of meeting someone whether that new acquaintance would be a fitting companion for a journey or an adventure, and their first
second nature. When enemies threaten to invade their domain, elves are just as often satisfied to wait out the danger in their concealed strongholds as to come forth and fight. Remaining out of harm’s
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
meeting room (area R12), where the warden greets them soon thereafter. The warden (see area R21) tries to find out why the characters are at Revel’s End and decides whether to help them or not. If
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
with other creatures very quickly. An elf often knows within minutes of meeting someone whether that new acquaintance would be a fitting companion for a journey or an adventure, and their first
second nature. When enemies threaten to invade their domain, elves are just as often satisfied to wait out the danger in their concealed strongholds as to come forth and fight. Remaining out of harm’s
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
meeting room (area R12), where the warden greets them soon thereafter. The warden (see area R21) tries to find out why the characters are at Revel’s End and decides whether to help them or not. If
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” Can I see anything in the room beyond?
4 Finding Hidden Objects. Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often
whether a creature avoids or resists something. When the chest releases toxic gas, Phillip’s and Amy’s characters make Constitution saving throws. Constitution is one of the six abilities that measure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” Can I see anything in the room beyond?
4 Finding Hidden Objects. Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often
whether a creature avoids or resists something. When the chest releases toxic gas, Phillip’s and Amy’s characters make Constitution saving throws. Constitution is one of the six abilities that measure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
. If the characters infiltrate the temple without alerting the aboleths, the characters spot the creatures floating above the rubble on the east side of the chamber, arguing in Deep Speech over whether
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
. If the characters infiltrate the temple without alerting the aboleths, the characters spot the creatures floating above the rubble on the east side of the chamber, arguing in Deep Speech over whether
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Regional Effects The island surrounding a morkoth’s lair is warped by the creature’s presence, creating the following effects: The morkoth is aware of any new arrival, whether an object or a creature, on
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
concealed beneath rocky gravel that blends with the surrounding ground. As a character approaches the entrance, they must make a DC 15 Intelligence (Investigation) check. On a failed check, the character
falls 20 feet into the pit, taking 2d6 bludgeoning damage from the fall and 2d10 piercing damage from the spikes at the bottom. Whether the trap is triggered or not, Grasha hears the characters
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
concealed beneath rocky gravel that blends with the surrounding ground. As a character approaches the entrance, they must make a DC 15 Intelligence (Investigation) check. On a failed check, the character
falls 20 feet into the pit, taking 2d6 bludgeoning damage from the fall and 2d10 piercing damage from the spikes at the bottom. Whether the trap is triggered or not, Grasha hears the characters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Regional Effects The island surrounding a morkoth’s lair is warped by the creature’s presence, creating the following effects: The morkoth is aware of any new arrival, whether an object or a creature, on
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
of danger posed by the trap. A spell is a great foundation to use as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
of danger posed by the trap. A spell is a great foundation to use as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character falls into the rushing water below. Rushing Water. Water rushes into the chasm from the river outside via concealed channels below the tower. A creature that falls into the chasm takes 10 (3d6
library who introduces themself can make a DC 20 Charisma (Persuasion) check to convince Shalfey to let them in. Characters who recite Shalfey’s secret phrase (see the “Flood of Memories” section
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character falls into the rushing water below. Rushing Water. Water rushes into the chasm from the river outside via concealed channels below the tower. A creature that falls into the chasm takes 10 (3d6
library who introduces themself can make a DC 20 Charisma (Persuasion) check to convince Shalfey to let them in. Characters who recite Shalfey’s secret phrase (see the “Flood of Memories” section
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Small humanoids to squeeze through. The wall encircling the garden is 40 feet high and is easily climbed due to the vegetation clinging to it. Concealed Inscription. Characters who search the gate for
pavilion guests know who they are. When the characters arrive, the five guests who aren’t frozen in time are having an animated conversation about whether clotted cream should be applied to a scone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Small humanoids to squeeze through. The wall encircling the garden is 40 feet high and is easily climbed due to the vegetation clinging to it. Concealed Inscription. Characters who search the gate for
pavilion guests know who they are. When the characters arrive, the five guests who aren’t frozen in time are having an animated conversation about whether clotted cream should be applied to a scone
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
she was formerly affiliated with, Two Dry Cloaks has come to Horn Enclave to deposit her ill-gained goods and lay low for a while. Whether her franchise is known to the characters (and whether her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
money. He expects his guests to be splendidly dressed — and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
she was formerly affiliated with, Two Dry Cloaks has come to Horn Enclave to deposit her ill-gained goods and lay low for a while. Whether her franchise is known to the characters (and whether her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
money. He expects his guests to be splendidly dressed — and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are