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Returning 24 results for 'deception instance are bestow'.
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Monsters
Storm King's Thunder
":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds
enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh
Backgrounds
Baldur’s Gate: Descent into Avernus
focuses on detailing the hero behind the mask.
Skill Proficiencies: Deception, IntimidationTool Proficiencies: Disguise kitEquipment: Disguise kit, a Clothes, Costume;costume, a pouch
often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its
Backgrounds
Sword Coast Adventurer's Guide
your companions.
Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and StealthTool Proficiencies: Choose two from among one type of gaming set, one musical instrument
criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your
Backgrounds
Sword Coast Adventurer's Guide
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
agent. (For instance, consider the words “faith” and “faction” to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
on detailing the hero behind the mask. Skill Proficiencies: Deception, Intimidation Tool Proficiencies: Disguise kit Languages: One of your choice Equipment: A disguise kit, a costume, a pouch
someone realize the connection between your persona and your true self, your deception might lose its effectiveness. Suggested Characteristics A faceless character usually plays their persona — the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
)
CON
13 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws Con +3, Wis +6
Skills Arcana +5, Deception +6, History +5, Perception +6
Condition Immunities charmed
Senses
spellcasting ability (spell save DC 14):
At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an action)
Legendary Actions
The hag can take 3
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
on detailing the hero behind the mask. Skill Proficiencies: Deception, Intimidation Tool Proficiencies: Disguise kit Languages: One of your choice Equipment: A disguise kit, a costume, a pouch
hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness. Suggested
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
15 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
14 (+2)
Skills Deception +4, Medicine +6
will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds, hold person, protection from energy, sending
Summon Earth
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
(+2)
CHA
14(+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
)
CON
14 (+2)
INT
8 (−1)
WIS
16 (+3)
CHA
10 (+0)
Skills Deception +2, Perception +7, Religion +1
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Deception +5, Perception +7, Religion +3
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Challenge 3 (700 XP) Proficiency Bonus +2
Demonic Ritual. Brusipha can spend 3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws Wis +2, Cha +5
Skills Arcana +2, Deception +5, Investigation +2, Perception +2, Persuasion +5, Stealth +5
Senses passive Perception 12
as the spellcasting ability (spell save DC 13):
At will: disguise self, friends, mage hand, minor illusion
1/day each: bestow curse, faerie fire, speak with animals
Twilight Sleep (2/Day
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attacks won’t end until the adventurers delve deep into the Cogs and defeat Cavallah herself. The
Sharn Inquisitive
Monstrous Deception
Monsters are infiltrating our city! Though the Sharn Watch
instance, Daask agents could break into the vaults and workshops of dragonmarked houses and discover secret projects forbidden by the Treaty of Thronehold. They could clash with spies of foreign
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
made a mistake with the signaling, or something of a similar nature. If the story is reasonably convincing, allow the characters to make a DC 14 Charisma (Deception) check. If the check is successful
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
address every instance of petty crime. The Guild’s operations widen to numerous commercial ventures, such as gambling dens, animal fights, races, and brawling tournaments. Their traffickers also maintain
)
Saving Throws Dex +7, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
address every instance of petty crime. The Guild’s operations widen to numerous commercial ventures, such as gambling dens, animal fights, races, and brawling tournaments. Their traffickers also maintain
, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common, thieves’ cant
Challenge
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ft., fly 60 ft.
STR
19(+4)
DEX
22(+6)
CON
17(+3)
INT
24(+7)
WIS
22(+6)
CHA
26(+8)
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
Skills Deception
. Titivilus’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: alter self, animate dead, bestow curse
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell slot or material components. Beast Speech You can cast speak with animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills
. Sign of Ill Omen Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Sometimes a mystery cult is a type of worship within a pantheon. It acknowledges the myths and rituals of the pantheon, but presents its own myths and rites as primary. For instance, a secretive order of
can attain divinity. In fact, ascending to godhood is the ultimate goal of some philosophies. The power of a philosophy stems from the belief that mortals invest in it. A philosophy that only one person believes in isn’t strong enough to bestow magical power on that person.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. Nature. Your familiarity
includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
something. If the characters push the issue, a successful DC 10 Charisma (Deception or Persuasion) check causes Squid to dish up information. Any Charisma (Intimidation) check inspires him to first
message her indirectly through a third party (a bribed guard or worker, for instance), Oppal’s response makes it clear that she is willing to pass along “the information” only if she is liberated. She
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
(Intimidation) checks and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks. 11 A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears
subject of fungi, especially the magical kind, since the beneficial effects can save lives or bestow unusual powers. But when an unknown variety of fungus is encountered, only an expert can identify
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, silence, zone of truth
3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues
4th level (3 slots): divination, locate creature
5th level (2 slots): dispel evil
)
CON
18(+4)
INT
22(+6)
WIS
20(+5)
CHA
22(+6)
Saving Throws Dex +13, Int +12, Wis +11, Cha +12
Skills Deception +18, Insight +11, Perception +11, Stealth +19
Damage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
STR
10 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +4, History +5
Senses
title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
warning the first time anyone makes unapproved contact with a prisoner, and they turn hostile after a second instance, attempting to subdue and capture the offender. Most of the prisoners are too fearful
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






