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Returning 35 results for 'contact was reveals'.
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Backgrounds
Sword Coast Adventurer's Guide
, and thieves’ toolsEquipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment
comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Suggested Characteristics
Use the tables for the
Backgrounds
Baldur’s Gate: Descent into Avernus
arrested or killed with their idiocy.
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages
to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BALDUR’S GATE
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Magic Items
Lost Laboratory of Kwalish
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
Ruin
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
disadvantage. The shield disintegrates only metal objects that come into direct contact with it, so a metal object stored in a backpack would be protected from destruction by the pack’s leather. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
25. Scrying Pool Behind the secret door, water fills a carved stone font.
Withers uses this font to speak to creatures outside the tomb and contact his tomb guardian. A detect magic spell or
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals auras of evocation magic and transmutation magic around the statues, which defy all attempts to move or break them. If a creature attempts to turn the disk manually, the statues
on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
identify spell on the item then reveals its properties. Alternatively, a character can concentrate on the item during a short rest, while being in physical contact with the item. At the end of the rest
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
control of your dreams to deliver instructions that become difficult to ignore. 5 Ephemeral Echo. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an
has access to certain magic items. You can purchase common magic items from your patron contact. The DM determines the available stock or can call for a group Intelligence (Investigation) check to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
doppelganger has had little contact with Ras Nsi since arriving at the fane; however, it has learned a few things by eavesdropping on Sekelok and Neema’s intimate conversations. Ishmakahl appears as
a handsome Chultan man with eyes like a snake’s. If the characters make contact with the doppelganger on behalf of the Red Wizards, it offers to help them steal any puzzle cubes from Ras Nsi’s lair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
conjuration magic around the altar and the moaning rift above it. If the altar comes in contact with bright light, four cloakers fly out of the rift and attack all other creatures in the room. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
levitating.
A detect magic spell reveals an aura of transmutation magic around the skull, which belonged to a duergar. Halaster preserved within the skull the duergar’s magical ability to enlarge
the water is the putrid, rotting corpse of a human wizard in green and purple robes. This is what remains of Salamanth, one of Halaster’s more foolish apprentices. Treasure. A search of the room reveals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic spell or similar effect reveals an aura of abjuration magic around each statue. Any examination of the plinths reveals that each statue is set on a rotating, spring-loaded gear. If the statue
gas that fills a 15-foot cube centered above the chest (filling the entire pit). The gas instantly corrodes and destroys all nonmagical metal that comes into contact with it, including armor and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
contact her, Alustriel tells the characters. When she left, Malaina told Alustriel that she was going to a shop called Velgar’s Vittles in Sigil’s Market Ward. The Wizards Three were busy, so Alustriel
Alustriel, Tasha, or Vecna, or anything about recently being in Sigil. By the time the characters return to the sanctum, it’s too late to stop Kas. Proceed to the “Kas Reveals Himself” section. Fighting Kas
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the knights of the Solar Bastion; the nonplayer characters named here also appear in the Solar Bastion Contact table below, and the stat block for Sir Jared is presented at the end of the chapter
away, and she’s eager to track it down. Soul Prison. The characters find a small sculpture that radiates magic. Further investigation reveals the sculpture contains the soul of a person who drew the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damage on a successful one. The statuette is safe for all creatures to handle once it is no longer in contact with the altar. Gustav’s corpse wears a handsome, fur-lined black cloak embroidered with
golden thread (worth 250 gp) and a suit of chain mail, both nonmagical. Gustav’s black mace is a mace of terror. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it lies on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
3 Enforcer 4 Fence 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other
criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dry and at a comfortable temperature. A detect magic spell reveals this magic as a faint aura on all the Doomvault’s surfaces. Construction. Regular rooms and their features are of worked and finished
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Gate. A black gate is set into the northeastern edge of the area, not immediately visible from the entrance. Contact Stone. A contact stone is on the wall just north of the black gate. Dungeon State
reveals sixteen cockatrice eggs. 48. Gorgon Lair At the pool’s edge is a lifelike statue of a hook horror.
Creatures. Two adult gorgons attack intruders on sight, pursuing those who flee into area 46
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. All three are unlocked and (for the most part) empty. The chests cannot be moved, and they are impervious to damage and spells. Opening any chest reveals a 3-inch-long gold key protruding from an
the Nine Gods (but see "Lost Treasures"). Wongo’s Spirit. Wongo’s spirit is bound to the mace. If the mace hits or otherwise comes into contact with any character, Wongo’s spirit tries to inhabit that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strike, cursing the characters as he does so. Morphing Statue A detect magic spell cast on the statue reveals an aura of transmutation magic surrounding it and a powerful source of necromancy magic deep
other humanoid creatures that have come into contact with it over the years. When a humanoid creature touches the statue, it temporarily morphs into that creature before assuming one of its other forms
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the soul gem. You draw no more cards.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, who speaks to them telepathically. The contact is one-way only, although a vainglorious tiefling cult fanatic named Kadroth falsely claims to have the archdevil’s ear. The cultists shun contact with
. A detect evil and good spell or similar magic reveals that the amulets are desecrated objects.
Each day at dawn, roll a d6 for each chardalyn amulet in a character’s possession. On a roll of 1, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(each marked with an asterisk on the map) notice thin silver tracery and glyphs around the exterior door frames. A successful DC 20 Intelligence (Arcana) check reveals that the glyphs around each
magic from the Elemental Plane of Fire and puts out a lot of heat. Any creature that touches the stove or starts its turn in contact with it takes 5 (1d10) fire damage. Pneumatic Tubes. These tubes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
versions of deadly monsters.
In the southeast corner is a black gate. North of the gate is a contact stone.
Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Machinery. The engine is a quasi-magical machine that controls the submarine’s propulsion and depth and powers the fins and rudder that control direction. A detect magic spell or similar magic reveals
created by magic and can be dispelled.) A hammock is suspended in the starboard alcove. A detect magic spell or similar magic reveals that the wall behind the hammock radiates an aura of transmutation magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
without coming into contact with the lava.
Eggs. Six red-speckled dragon eggs sit in the lava pool.
The lava curtain is created magically but is not itself magical. A creature that enters the lava
coins, jewels, and art objects lies on the floor in the 20-foot-square area marked on map 16. The treasure pile is an illusion that can be dispelled (DC 16). A detect magic spell reveals its illusory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the mirror, which is stuck to the wall with sovereign glue and can’t be pried loose without breaking it. An identify spell or similar magic reveals that it’s a magic storage device and that contact
roll of 3, a spellbook contains four spells of each level from 1st through 3rd. Pick spells from the wizard spell list. Magic Mirror. A detect magic spell reveals an aura of transmutation magic around
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic
) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters’ ship. First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate
. The result reveals the percentage of the ship’s crew and passengers infected with a disease of your choice from “Sample Diseases” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide. This
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Crawlway. Hidden behind a bas-relief depicting a crocodile-headed humanoid holding up a trapezoidal chest, a crawlway leads to area 62D. Close inspection of the relief reveals that the chest’s
53) is a magic scepter, the adamantine head of which reduces the juggernaut to 0 hit points and turns it to dust on contact. While the juggernaut is inert, no attack roll is needed to strike it with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Vault. Contact Stone. A circle of glowing glyphs above Var’s desk in the western section of the room serves as a contact stone. Treasure. A search of the desk reveals several drafts of a letter to Szass
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus