Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 6 results for 'deception instant are bustle'.
Other Suggestions:
deception instance are battle
deception intent are battle
deception instant are battle
deception instinct are battle
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
advantage on any Charisma (Deception) check you make to avoid detection. Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
the illusion), provided that you can see the illusion. Illusory Self Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Alabaster Racetrack Sleek white pillars surround what looks like a racetrack. The stands bustle with patrons, all eager to bet on the impending race.
This arena hosts nightmare racing. Audience
lie about the party’s involvement must make a DC 18 Charisma (Deception) check. On a successful check, Uvashar is impressed. On a failed check, Uvashar critiques the character’s skill before laughing
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
following ability checks to impress her. Consider these examples:
DC 13 Charisma (Deception). The character spins a grand yarn about a harrowing experience that never happened.
DC 13 Charisma
an Influence action, a character can try to defuse the situation and make one of the following ability checks. Consider these examples:
DC 13 Charisma (Deception). The character lies to Pral to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the workers or pose as wealthy guests. A character who wants to get aboard in this fashion must succeed on a Charisma (Deception) check contested by Captain Storn’s Wisdom (Insight) check. A
receives a telepathic message from the kraken — a wave of mind-shattering dread that deals 20 psychic damage to the nobleman. An instant later, Lord Drylund keels over dead, blood running from his
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, they are sitting on the bench, talking and keeping their weapons near. 24. Nursery A bustle of activity fills this room, and it is fairly noisy — over a dozen lizardfolk adults and hatchlings mingle
Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7






