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Returning 35 results for 'currently reveal guardian to have rules'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Monsters
Bigby Presents: Glory of the Giants
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Bigby Presents: Glory of the Giants
frigid air to freeze foes in place.
If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Species
Van Richten’s Guide to Ravenloft
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can
1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently
races
Mordenkainen Presents: Monsters of the Multiverse
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Empty Room This room is swept clean but is currently not in use. A secret door in the east wall pushes open to reveal an empty closet with another secret door at the back of it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Empty Room This room is swept clean but is currently not in use. A secret door in the east wall pushes open to reveal an empty closet with another secret door at the back of it.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the valley or reveal information about it. Trying to navigate the dense fog into or out of the valley without the aid of the guardian requires 1 hour of travel and a DC 20 group Wisdom (Survival) check
Misty Vale Magic The Misty Vale has the following properties: Guardian. A creature known as “the guardian” is the only being that can control the Misty Vale’s movements and connections among worlds
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the valley or reveal information about it. Trying to navigate the dense fog into or out of the valley without the aid of the guardian requires 1 hour of travel and a DC 20 group Wisdom (Survival) check
Misty Vale Magic The Misty Vale has the following properties: Guardian. A creature known as “the guardian” is the only being that can control the Misty Vale’s movements and connections among worlds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Lord Roaringhorn is accompanied by a shield guardian and holds its control amulet. The shield guardian currently has a lightning bolt spell stored within it. A character can gain use of the shield
Roaringhorn
Lawful neutral male human wizard
Ideals: Freedom, opportunity, civilization
Personality: Proud, self-assured, fickle, spendthrift
Potential Resources: Shield guardian
Lord
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Lord Roaringhorn is accompanied by a shield guardian and holds its control amulet. The shield guardian currently has a lightning bolt spell stored within it. A character can gain use of the shield
Roaringhorn
Lawful neutral male human wizard
Ideals: Freedom, opportunity, civilization
Personality: Proud, self-assured, fickle, spendthrift
Potential Resources: Shield guardian
Lord
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other sections, or both. No Obsolete Terms. The glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other sections, or both. No Obsolete Terms. The glossary
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. No Obsolete Terms. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. “You.” The game’s rules—in this glossary and elsewhere—often talk about
that currently has that condition. “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both. No Obsolete Terms. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
writing.
3 The contact requests magical insurance, such as a geas spell preventing mutual harm or committing the characters to a misrepresented act.
4 The contact becomes the guardian of
someone close to the characters.
5 The contact holds a powerful magic item for the characters “so it doesn’t fall into the wrong hands.”
6 The contact has the characters act against a mutual friend “for their own good.” The contact then threatens to reveal this act to the friend.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
writing.
3 The contact requests magical insurance, such as a geas spell preventing mutual harm or committing the characters to a misrepresented act.
4 The contact becomes the guardian of
someone close to the characters.
5 The contact holds a powerful magic item for the characters “so it doesn’t fall into the wrong hands.”
6 The contact has the characters act against a mutual friend “for their own good.” The contact then threatens to reveal this act to the friend.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
opponents, no matter how low the Noxious Stampede stoops. Spireball Rules Nikki Dawes Shariel, Star Player of the Righteous Hands Spireball takes place on a flat, triangular diamond surrounded by a ringed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
end of the tunnel is a smaller door made of stone reinforced with adamantine (see the “Doors of Blingdenstone” sidebar). Fifteen-foot-high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdenstone beyond.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
“Kasem’s Plan” for details on the origins of these peels). A character who further investigates these fruit peels learns no stalls in the night market currently sell persimmons. Kusa and Lamai are at their
Seafood, no strange events unfold while they’re nearby. Investigations using magic also reveal nothing out of the ordinary.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
opponents, no matter how low the Noxious Stampede stoops. Spireball Rules Nikki Dawes Shariel, Star Player of the Righteous Hands Spireball takes place on a flat, triangular diamond surrounded by a ringed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
“Kasem’s Plan” for details on the origins of these peels). A character who further investigates these fruit peels learns no stalls in the night market currently sell persimmons. Kusa and Lamai are at their
Seafood, no strange events unfold while they’re nearby. Investigations using magic also reveal nothing out of the ordinary.