Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'dawn insight are bottom'.
Other Suggestions:
dawn insight are button
dawn insight are bottle
down insight are bottom
draw insight are bottom
dark insight are bottom
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
Magic Items
Dungeon Master’s Guide
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
Magic Items
Eberron: Rising from the Last War
The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
When you make a Wisdom (Insight) check, you can roll a d4 and
add the number rolled to the check.
As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
Magic Items
Acquisitions Incorporated
the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
Better Odds
When you reach rank 3, your
pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
half as much damage.
Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
decisions of the throne’s master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
Magic Items
Tasha’s Cauldron of Everything
Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkey’s Dream
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to
identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
daily at dawn.
Wand of Magic Missiles Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet
invisibility ends for that creature.
Top to Bottom: Driftglobe, Dust of Disappearance,
and Dust of Sneezing and Choking
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
much a fixture in the taproom as the well. Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. “We know the odds and
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
create using stone-shaping spells. The passage, which is free of monsters and hazards, ends at a secret door at the bottom of the Westrift in Menzoberranzan. The trip from Araj to the city takes twelve
days on foot, during which time Grin says very little. Any character who succeeds on a DC 15 Wisdom (Insight) check can tell that the drow mage is troubled by something, although he refuses to share his
Compendium
- Sources->Dungeons & Dragons->Rrakkma
depressions. If any of the characters succeed on a DC 10 Wisdom (Insight) check, they determine that victims were originally bound in chains in such a manner that the water dripping from the ceiling would
drive them completely insane. A successful DC 25 Intelligence (Investigation) check turns up a rather sizeable black pearl (pearl of power) that seems to have found its way to the bottom of one of the depressions. Treasure & Rewards The characters may find the following treasure. A pearl of power
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
that hand.
Top to Bottom:
Gem of Seeing, Giant Slayer, Gloves of Missile Snaring, and Goggles of Night
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides
extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
young bronze dragon, Zelifarn, swimming around a barnacle-covered shipwreck at the bottom of the deep harbor. The friendly dragon tries to coax as much treasure as it can from the characters. Those
who converse with Zelifarn can make a DC 13 Wisdom (Insight) check. A successful check reveals that the dragon poses no danger to Waterdeep. If no one succeeds on the check, the dragon’s true intentions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Duke Thalamra Vanthampur. She suggests that they flee Baldur’s Gate at once — before they end up as fish food at the bottom of the harbor.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
cave, it hides behind one of the large stone columns and watches them, attempting to use its Weird Insight (see the creature’s stat block) to discern the characters’ secrets. The nothic communicates
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
of subdued madness in them with a successful DC 15 Wisdom (Insight) check. (The obelisk was created by Halaster and sounds just like him.) The obelisk’s “vision” refers to the secret passage at area
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. This property of the occultant abacus can’t be used again until the next dawn. Bring Out Your Dead Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
together 03 Silver hand mirror with a nymph-shaped handle 04 Painted wooden key whose teeth change configuration every day at dawn 05 Delicate silver cameo with pictures of twin children opposite one
which a nugget of coal magically appears each day at dawn 27 Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it 28 Tiny clockwork dragonfly that slowly beats its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to the death. She carries the key to the manacles in area 13. The steamer consists of two iron chambers stacked on top of each other. Magical fire burns in the bottom chamber, heating water that pours
rulership coiled in its tail at all times. The rod’s magic has been spent for the day and can’t be called upon again until the next dawn. The chest is unlocked and contains 500 pp, 330 gp, a silver
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Proficiencies and Starting Equipment, Read the Opposition
2 Alchemist’s Insight, Obviator’s Lenses
3 Advanced Preparations, Travel Alchemical Kit
4 Enhanced Lenses, Obviate the
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can detect your manipulation with a successful DC 13 Wisdom (Insight) check. Better Odds When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an
on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
COIN OF
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
for half a year, striking intermittently and leaving mutilated victims in public locations to be discovered at dawn. He also describes how singularly inept the militia were in their efforts to track
garrison (area 4 and below). Refrum intends to leave the Styes and spend a few weeks in hiding for his own safety. Any Wisdom (Insight) check made to assess the priest confirms that he is honestly afraid that his investigation into the murders has made him a target of the conspirators.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Archon of Boundaries “A winged dawn dispels the terror of night.”
—Chulane, Teller of Tales
Chris Rahn The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm
)
Speed 60 ft., fly 90 ft.
STR
23 (+6)
DEX
17 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Con +10, Wis +9
Skills Insight +9, Perception +9






