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Returning 10 results for 'contested draw'.
Other Suggestions:
connected draw
contested dawn
contest draw
contested drow
Spells
Xanathar's Guide to Everything
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lock with a successful DC 20 Dexterity check. A character using makeshift tools can attempt the same check but has disadvantage. A lock-picking attempt might draw the attention of the guards, requiring
a Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from countless worlds and navies ply these
islands and driving ships down to the reefs. Any land that rises above the surface of the sea is hotly contested by the few air breathers that live on the plane. Fleets of rafts and ships lashed together
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
to the surface or the Sea of Light. Krakens and other mighty leviathans claim this realm. Any land that rises above the surface of the sea is hotly contested by the few air-breathers that live on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53. The dilapidated bridge leads to
shown on the map. Any character watching the lake can make a Wisdom (Perception) check contested by the dragon’s Dexterity (Stealth) check. On a successful check, the character catches a glimpse of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
up camp at least 90 feet from the path and doesn’t take any action that might draw attention, the returning orcs pass by without spotting the campsite. Otherwise, the orcs notice the camp when they
. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from them. Saltmarsh Story Hook. To help draw the characters to the cove, Talnad and Valas unearth merfolk bones from the mass grave (area C6), which causes the remains to float to the surface. Fishers
necklace in the gorge. The merfolk don’t have a light source to search the bottom of the gorge and hope the characters can help. A character who makes a successful Wisdom (Insight) check contested by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to sit level on the sloping track, but they look odd on level ground. A heavy draw rope and harness are hooked to the back of each cart so that a trained dinosaur could pull the heavy load up the
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
agents in any way can draw Beshaba’s ire, with potentially catastrophic consequences. The Hands of Fate. Now that Carkuss has crossed paths with the adventurers, they are stuck in the strands of his
can choose a living humanoid within 5 feet of it once per day, making a Charisma check contested by the target’s Charisma check. If the cursed victim wins, the curse transfers to the new target. If






