Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deception inner are bards'.
Monsters
Fizban's Treasury of Dragons
, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
Monsters
Fizban's Treasury of Dragons
of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
FEATURE: SAFE HAVEN
As a faction agent, you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
patron’s behalf. Consider some or all of these roles for the characters in your party: Chameleon. A master of disguise, sleight of hand, and deception, the Chameleon can perform the work of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
relies on interpersonal skills and a network of contacts falls into the role of the Talker. Charisma proves useful for this role, along with proficiencies in skills such as Deception, Intimidation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of
audiences. Silver Tongue 3rd-level College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M1. Main Entrance Recessed into the inner wall of the balcony is a 12-foot-high, stone double door with fancy scrollwork along its edges but no visible handles, hinges, or seams. If someone touches
, provided whoever created the disguise fools the door by succeeding on DC 12 Charisma (Deception) check. If she is unable to enter Motherhorn, Gleam waits outside for the characters and urges them to find
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sorcerer Core Sorcerer Traits Primary Ability Charisma Hit Point Die D6 per Sorcerer level Saving Throw Proficiencies Constitution and Charisma Skill Proficiencies Choose 2: Arcana, Deception
strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charisma Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B:(A) Spear, 2
. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ballrooms, boardrooms, and seedy taverns, willing to do whats necessary to get what they need. Those in this role often exude Charisma and might be adept with the Deception, Intimidation, and Persuasion
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
two civilizations. Diplomacy. If the characters don’t want to publicly align themselves with either faction, a character brings the debate to an end civilly by succeeding on a DC 16 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
admittance with a successful Wisdom (Insight) check contested by the forger’s Dexterity (Deception) check. Anyone caught presenting a forged letter is denied access to the Inner Ward indefinitely. A
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
along the river, they see the concave inner surface of the stone skull at area 13. A maze of tiny passages is cut into the walls beyond the niches, and any character who succeeds on a DC 10 Wisdom
without revealing her true predicament. Lying to her requires a successful DC 12 Charisma (Deception) check. If the characters reveal that she’s nothing more than a disembodied skull, if they fail three
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself. As a practitioner of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
(+4)
CON
24(+7)
INT
20(+5)
WIS
16(+3)
CHA
26(+8)
Saving Throws Str +14, Con +14, Cha +15
Skills Arcana +12, Deception +15, Intimidation +15, Persuasion +15
Damage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
would never be fooled by such deception again. 6 I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty. Criminal d6 I became a criminal because … 1 I
comfortable with being isolated, as I seek inner peace. 3 I never liked the people I called my friends, so it was easy for me to strike out on my own. 4 I felt compelled to forsake my past, but did
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Perception 14
Languages Auran, Common, Giant
Challenge 7 (2,900 XP)
Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
succeeding on three DC 16 Charisma (Deception) checks. These checks can be made once every 10 minutes during the game. A character doesn’t need to be playing the game to goad the Fiends. Winning the Game. A
, burbling fountain.
This area serves as a guard post for Shemeshka’s inner sanctum. If they haven’t been dealt with already, two warden archons (see Morte’s Planar Parade) stand watch here and review
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Darkness, the prisoners start another riot and overcome their captors. B5: Inner Yard This empty yard is hemmed in by a rocky cliff on its eastern edge. A flight of stairs has been carved into the cliff face
for their intrusion and succeed on a DC 20 Charisma (Deception or Persuasion) check, the erinyes try to capture the characters for questioning. B16: Common Room This room is furnished with two long
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
Grandfather Tree. This branch grew into a towering oak tree, which today is surrounded by a raised inner ring of cairns and a broken outer ring of mounds with more cairns atop them. Beneath these
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of the Inner Planes. Within these citadels, the four doom lords—high-ranking faction lieutenants with powers of entropy and destruction—observe the multiverse and its beauteous decay. From these
, supposedly impartial magistrate appointed by the Guvners. Punishments are tailored to fit the crime, and advocates are strongly encouraged. Lawyers and orators, these civil servants include bards
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
inner compartment holds a carved indentation of a holy symbol of St. Cuthbert and a coiled iron cobra that attacks any creature not wearing a symbol of St. Cuthbert. When a creature places the symbol
DC 18 Charisma (Deception or Persuasion) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
(Deception) check, Kasdu’ul summons a water weird and orders it to serve the characters for 1 hour, after which it vanishes. In either case, Kasdu’ul then bids the characters farewell and returns to the Elemental Plane of Water.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner
Kashem’s demise—such as a pinch of the dust left behind after her death—or they offer a convincing story and succeed on a DC 17 Charisma (Deception) check, Kasdu’ul summons a water weird and orders it to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins
)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11






