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Returning 35 results for 'contrast risking gain to her revealing'.
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Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Monsters
Phandelver and Below: The Shattered Obelisk
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
.
Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Poison
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind
revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, it counts as a secret learned for the whole party. Revealing Secrets A character can magically spend a secret like currency, revealing it to the multiverse to gain a momentary boon. To do this, the
immediately loses its power and counts as revealed. It remains in the minds of every character in the party, but the characters gain no benefit from revealing the secret. Keeping Secrets When the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, it counts as a secret learned for the whole party. Revealing Secrets A character can magically spend a secret like currency, revealing it to the multiverse to gain a momentary boon. To do this, the
immediately loses its power and counts as revealed. It remains in the minds of every character in the party, but the characters gain no benefit from revealing the secret. Keeping Secrets When the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also
gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also
gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also
gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also
gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with the following exceptions: The monster doesn’t gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its size
little or increase dramatically. For example, a werewolf that gains four barbarian levels is a much greater threat than it was before. In contrast, the hit points, spells, and other class features that an ancient red dragon gains from five levels of wizard don’t increase its challenge rating.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with the following exceptions: The monster doesn’t gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its size
little or increase dramatically. For example, a werewolf that gains four barbarian levels is a much greater threat than it was before. In contrast, the hit points, spells, and other class features that an ancient red dragon gains from five levels of wizard don’t increase its challenge rating.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing
variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
way down this hallway for the first time (see “Vlonwelv’s Pulpit”). Alcoves along the north wall have secret doors set into the backs of them. These doors pull open easily from this side, revealing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hidden in a compartment in one of the bedposts. A character who searches the bed notices that a knob on one of the bedposts is loose and can be removed, revealing the compartment inside. The contents
of the chest are described in the “Treasure” section below. A secret door in the north corner of the east wall can be pushed open to gain access to the loading winch (area W16). Treasure Inside the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
menace, ask for the check without revealing the DC.) The following modifiers apply to the check: Arcane spellcasters gain a +6 bonus. Characters who openly worship a deity associated with death gain a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
menace, ask for the check without revealing the DC.) The following modifiers apply to the check: Arcane spellcasters gain a +6 bonus. Characters who openly worship a deity associated with death gain a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
way down this hallway for the first time (see “Vlonwelv’s Pulpit”). Alcoves along the north wall have secret doors set into the backs of them. These doors pull open easily from this side, revealing
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from
my strength when I rest on it. (Durable)
The stars of Nyx are never hidden from my sight, revealing their secrets to my eyes. (Keen Mind)
I hear the echoes of the gods’ speech in every mortal
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from
my strength when I rest on it. (Durable)
The stars of Nyx are never hidden from my sight, revealing their secrets to my eyes. (Keen Mind)
I hear the echoes of the gods’ speech in every mortal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hidden in a compartment in one of the bedposts. A character who searches the bed notices that a knob on one of the bedposts is loose and can be removed, revealing the compartment inside. The contents
of the chest are described in the “Treasure” section below. A secret door in the north corner of the east wall can be pushed open to gain access to the loading winch (area W16). Treasure Inside the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the
long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
organization as you’ve defined it. Consider the motto of the Harpers: “Down with tyranny. Fairness and equality for all.” The Harpers have a straightforward message of freedom and prosperity. Contrast
headquarters or strongholds? If adventurers do join, what kind of missions might they be sent on? What rewards can they gain? SAMPLE FACTION: THE HARPERS
The Harpers is a scattered network of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Warrior of the Leaden Crown Harness the Will to Resist
In contrast to the esoteric ideals of other orders, Warriors of the Leaden Crown have practical aims: the self-governance of all people
cause a different creature to gain a Pressure Point or after 1 minute, whichever comes first. As a Bonus Action, you can expend 1 Focus Point to telekinetically crush a creature with 1 or more of your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
organization as you’ve defined it. Consider the motto of the Harpers: “Down with tyranny. Fairness and equality for all.” The Harpers have a straightforward message of freedom and prosperity. Contrast
headquarters or strongholds? If adventurers do join, what kind of missions might they be sent on? What rewards can they gain? SAMPLE FACTION: THE HARPERS
The Harpers is a scattered network of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the
long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the god’s influence in the world in a concrete way through acts such as these: Keeping a dangerous secret despite personal cost Revealing a critical truth at an important moment Mediating a major
petty through acts such as these: Revealing a secret that should remain unknown Selfishly refusing to share information Showing favoritism toward any other god or group Furthering the aims of another god
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
leadership. Anyone risking the reputation of the Company does so at their own peril. While the Free Swords do not embrace outright evil, immoral, or unethical acts, the glint of gold can blur the line
between good and evil. Some commanders might refuse truly heinous jobs, while others may sign off on slaughtering the innocent for personal gain. It’s not difficult to see how adventuring parties could