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                        Returning 30 results for 'convince with repeat'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I repeat
                                                
                                            
                                                
                                                     creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the dragon they are not a threat are treated to a tour of the vaults, with
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I repeat what others have
                                                
                                            
                                                
                                                     of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     roll on any encounter table in chapter 3 to determine the guardianâs current form. If the guardian dies, it re-forms in a new guise at the next dawn. A creature can convince the guardian to grant
                                                
                                            
                                                
                                                    . On a successful check, the group finds its way to or from the valley. On a failed check, the travelers wander the foggy terrain for 1 additional hour before they can repeat the check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Greyspace. The miners wanted us to eliminate them. Our warlock, who was fluent in Deep Speech, managed to convince the bulbous creatures to relocate peacefully. They insisted we take them to a small
                                                
                                            
                                                
                                                     itself. Creatures in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     be required to convince a friendly creature to take that risk. An indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial. A creatureâs indifference
                                                
                                            
                                                
                                                     and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     performerâs song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes 2d6 bludgeoning damage. If a creatureâs saving throw to
                                                
                                            
                                                
                                                     use an action to try to convince the performer to stop playing, doing so with a successful DC 14 Charisma (Persuasion) check. When the performer stops playing, all creatures affected by the haunted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    ) check. Contrary to its claim, the sibriex doesnât plan to help the characters. A character can, with a successful DC 17 Charisma (Deception or Persuasion) check, convince the sibriex to share one
                                                
                                            
                                                
                                                     immune to this sibriexâs Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     than she is of the characters and wonât voluntarily help them attack Grudd Haug. She prefers to remain a safe distance away from the hill giant den (at least half a mile), but characters can convince
                                                
                                            
                                                
                                                     characters and attacks them if they donât continually renew their promise to help her and give her food. Whenever Moog awakens after a long rest, she forgets who the characters are and attacks them, whereupon a character must repeat the Charisma (Persuasion) check to regain her trust.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     17 Constitution saving throw or fall unconscious, lulled into that state by a soothing psionic vibration that the ulitharid produces. A creature that succeeds on the saving throw must repeat it at the
                                                
                                            
                                                
                                                     it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     hours, the creature gains one level of exhaustion and can repeat the saving throw if it can still see the fresco, ending the effect on a success. A creature that succeeds on the saving throw is immune
                                                
                                            
                                                
                                                     currently in Waterdeep. The characters can try to convince Aurinax that they have come on Neveremberâs behalf. Since he has never met them before or heard Neverember mention them by name, Aurinax is doubtful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     can take an action and use trickery or intimidation to convince a guard to leave. The character must make a DC 10 Charisma (Deception, Intimidation, or Persuasion) check. If the check succeeds, the
                                                
                                            
                                                
                                                     character convinces the guard to look for trouble elsewhere. If the check fails, the guard becomes hostile and behaves as described above, and the character canât repeat the check on that particular
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     functions as a familiar and has the statistics of a cat.
An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you
                                                
                                            
                                                
                                                    . On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     isnât really interested in the answer; heâs looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Stornâs
                                                
                                            
                                                
                                                    , she casts a detect thoughts spell to confirm or put to rest her suspicions. If she becomes convinced that someone is cheating, she uses her suggestion spell to convince the individual to take a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    , the weight of a widowâs grief, or the warm bite of a flaky pastry. Memories and longer, more complex sensations tend to cost more, but the lure of nostalgia draws repeat customers. The Society of
                                                
                                            
                                                
                                                     bureaucratic entanglements. More often, a bribe can accomplish as much in half the time, and hefty sums can convince a Taker to lose or even alter a document in the Hall of Records. Vaults. Valuable tomes are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     addition, its hatred of the Red Wizards makes the aboleth a potential ally. With a successful DC 20 Charisma (Persuasion) check, or another successful and appropriate check, a character can convince
                                                
                                            
                                                
                                                     repeat the saving throw, ending the effect on itself on a successful save. Any non-undead creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage. A dispel magic spell suppresses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     donât have long to wait before someone arrives (see the âWerebear Visitorâ sidebar). Characters in spirit form can convince the new arrival to do what they cannot, perhaps by writing messages in the
                                                
                                            
                                                
                                                     to pull itself up, doing so with a successful DC 10 Strength (Athletics) check, while another creature within reach can use the Help action to assist. A hanging creature can repeat the check until it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     feathers (a +3 Wand of the War Mage). A character who succeeds on a DC 15 Charisma (Persuasion) check can convince Abalahin to relinquish the wand voluntarily. The wand can also be removed without
                                                
                                            
                                                
                                                     the creature when it leaves the room. While frightened in this way, a creature takes 11 (2d10) psychic damage for every 5 feet it moves. After taking this damage, the creature can repeat the saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     innate right to rule, and this belief is the cornerstone of every chromatic dragonâs personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
                                                
                                            
                                                
                                                     creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatureâs saving throw is successful or the effect ends for it, the creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     repeat the tune for 2d4 days. On a failed check, the shadows solidify and become malevolent, taking the form of 1d4 + 1 wraiths that attack anyone they can catch. These wraiths automatically fail Dexterity
                                                
                                            
                                                
                                                     Charisma (Persuasion) check to convince Jomlus to hand over Klaudelâs other possessions. B11: Hidden Chamber The entrance to this alcove is difficult to find. Characters who have a passive Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     anemone, attacking creatures that get in its way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aberrations, beasts, and creatures that
                                                
                                            
                                                
                                                     in the guise of three merfolk named Ranna, Caulau, and Vira, who claim that the rest of their tribe was killed by the minions of Granny Nightshade. They try to convince the characters to attack the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . The skeletons are the remains of the missionaries that overcame the allure of the harpiesâ song and tried to convince the others to put the Marshal back on course. Their pleas failed, and these
                                                
                                            
                                                
                                                     repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     pass phrase (see area 22). The wights challenge those who know the phrase but look like intruders. It takes a successful DC 15 Charisma (Deception, Intimidation, or Persuasion) check to convince the
                                                
                                            
                                                
                                                     here must succeed on a DC 12 Wisdom saving throw or fall unconscious. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. On any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     restrained condition. A restrained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Arlgolcheir can choose not to restrain a creature
                                                
                                            
                                                
                                                     it from restoring itself. The demon lord tries to convince the characters to halt the modrons trampling it. If the characters can stop or reroute the modrons for 3 rounds, Arlgolcheir changes into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     gemstone in its mouth. Speaking to the Faces. The faces repeat their warning if a spoken to, except in the following two circumstances: âSay âAah!ââ If a character asks one of the faces to open its mouth
                                                
                                            
                                                
                                                     character can convince the xorn to assist them in defeating a single threat elsewhere in the caverns with a successful DC 18 Charisma (Persuasion) check. Treasure. The xorn stashed 500 gp worth of uncut
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    . Speaking to the Faces. The faces repeat their warning if spoken to, except in the following two circumstances: âSay âAah!ââ If a character asks one of the faces to open its mouth, stick out its tongue, or
                                                
                                            
                                                
                                                     Banishment spellâthe xorn offer to help locate other treasure for the characters as payment. Alternatively, a single character can convince the xorn to assist them in defeating a threat elsewhere in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     instructions through her documancy satchel. If Dagdra notices intruders, she is startled and begins to call for help. The characters must either silence her, overcome her quickly, or convince her to hear
                                                
                                            
                                                
                                                     the characters are spotted during the first stage of the trek across the rigging, the attacks repeat during the second stage, though no additional failure points are gained. Reaching the Crowâs Nest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters convince the commoners of their good intentions, such as by offering gifts and by not drawing weapons, the lizardfolk lead them to area 9. The basting liquid is a spiced oil. Two of the
                                                
                                            
                                                
                                                     paralyzed for 1d4 minutes. A creature can repeat the saving throw at the end of each minute. Treasure. The chest contains these items: five leather belts with electrum buckles set with pearls (10 gp each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Baldurâs Gate. He has no intention of ever returning. Mortlock is afraid to confront his mother or his brothers. That said, a successful DC 14 Charisma (Persuasion) check can convince him to help the
                                                
                                            
                                                
                                                     kneeling before the statue, the creature canât move or take actions or reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creature for 1 minute or until the owl takes damage from any source. A character can use an action to repeat the check as often as desired. A creature toward which Bloodybeak is indifferent can move through
                                                
                                            
                                                
                                                     convince Shon that they have Prismeerâs best interests at heart, he gives them the horn and tells them where to find Zybilna (area P22), warning them about the jabberwock if he hasnât already done so. P29
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute
                                                
                                            
                                                
                                                     Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
                                                
                                            
                                        






