Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 28 results for 'deception interests are bearer'.
Other Suggestions:
detection interest are bearer
deception interests are better
deceptions interest are bearer
deception interest are bearer
deception interests are bear
Species
Eberron: Rising from the Last War
The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by ending your life
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Shadow The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by
ending your life.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to avoid detection.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Shadow “The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by
bearer to draw on the shadows, making it an easy matter to avoid detection or even disappear while in plain sight. It is a valuable tool for an entertainer, a spy, or an assassin.
Backgrounds
Sword Coast Adventurer's Guide
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
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->Mythic Odysseys of Theros
the same god, but more likely, they represent the interests of different gods as they face the dangers of the world together. Gods of Theros Deity Alignment Suggested Cleric Domains Common Symbol
War Four-horned bull’s head
Nylea, god of the hunt NG Nature Four arrows
Pharika, god of affliction NE Death, Knowledge, Life Snakes
Phenax, god of deception CN Trickery
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
item seeks its creator and wants to understand why it was created. 4 Destiny Seeker. The item believes it and its bearer have key roles to play in future events. 5 Destroyer. The item craves destruction
Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself. 10 Templar. The item seeks to defend the servants and interests of a particular deity.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
beasts is likewise something often put to practical use, and the Zil often use small animals as messengers or guides. While Zil gnomes don’t automatically have proficiency with Deception or
. Family is very important to the Zil, and you could be pursuing the interests of your family… or seeking to interfere with the plans of a rival family. You could even be working for the mysterious Trust
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of
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->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
certainly legitimate Research Assistants who honestly pursue their studies, this role might suit characters without academic interests. Scholar. Likely possessing a high Intelligence score and a focus
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Con +7, Cha +7
Skills Deception +7, Intimidation +7, Persuasion +7
Damage Resistances cold, necrotic
Damage Immunities poison
own best interests. Eater of Hope
Large fiend, lawful evil
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 30 ft., fly 60 ft.
STR
19 (+4)
DEX
17 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
(Deception). The character deceives the cultists with a lie, such as pretending to be a fellow cultist or an aspiring member. DC 13 Charisma (Persuasion). The character convinces the cultists that it is
in both parties’ interests not to fight. On a successful check, the cultists’ attitudes improve to Indifferent. Otherwise, the cultists fight. Treasure. Footlockers under four of the beds contain the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
your senses. The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History
symbiote seeks to defend the servants and interests of a powerful being or organization.
5 The symbiote wants to keep you from harm at all costs and believes it knows what’s best for you.
6 The symbiote seeks to experience new sensations, the more bizarre the better.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Lords’ Alliance Characters who place the security of the city and the realm ahead of their own interests are invited to join this faction. Potential recruits must be residents of Waterdeep. Jalester
rift between the Zhentarim and Esloon’s gang by sowing rumors of betrayal. They must spend 25 gp in bribes and succeed on a DC 16 Charisma (Deception or Persuasion) check. Conversely, they can
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
secret agendas that might work against the characters’ interests. You can let the party’s size and the players’ interest in bringing NPCs into their group determine whether more than one of the
Master to return to Stygia in the Nine Hells to complete a service required by Levistus. A forged addendum adds that the bearer of the note should be rewarded handsomely. Alternative Entry. Garret
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can take an action and use trickery or intimidation to convince a guard to leave. The character must make a DC 10 Charisma (Deception, Intimidation, or Persuasion) check. If the check succeeds, the
logo. A detect magic spell reveals an aura of divination magic around each pass card, which allows the bearer to bypass any of the museum’s alarms. The characters can find a stash of extra pass cards in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or
armies, green abishais represent the god’s interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the
ft.
STR
12 (+1)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws Int +8, Cha +9
Skills Deception +9, Insight +6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options. Building a Stronghold A character can spend time between
the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
below. Gnome Deities Deity Alignment Province Suggested Domains Common Symbol
Baervan Wildwanderer NG Woodlands Nature Face of a raccoon
Baravar Cloakshadow NG Illusion, deception
the rest of the pantheon, Urdlen selfishly refused to set his own interests aside and contribute to the group. Every version of this story ends in some sort of tragedy — perhaps the loss of Gaerdal’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Investigation) or Charisma (Deception) check can represent careful play or cagey bluffing. The DC of any checks made to gamble increases by 1 for each drink a character consumes. If a character
successful DC 14 Dexterity (Sleight of Hand) check, or to sweet talk the bartender into “lending” it with a successful DC 13 Charisma (Deception or Persuasion) check. Lounging Duergar. A few duergar are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Every token corresponds to one of the worlds, and the token’s bearer has the right to lead legions in conquest of that world. The stars glowing with red flames have invasion rights claimed by the Nine
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
, shields, warhammers, and battleaxes. One of the dwarf-made battleaxes is actually a +1 battleaxe that floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ghouls while seeing nothing strange about Undead roaming the mine. With a successful DC 15 Charisma (Deception) check, a character can convince the spectator that one or more party members are wizards or
dwarves who work for the owners of Wave Echo Cave, sent to terminate the spectator’s employment (thereby releasing it from its obligations). If the deception succeeds, the spectator disappears and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough to pass for a Ten-Towner. Any character who doubts Pekoe’s story can make a Wisdom (Insight) check; if the character’s check result is higher than the doppelganger’s Charisma (Deception) check
manifesto, in which Klondorn reveals that Asmodeus, in the guise of Deep Duerra, is using the duergar to further his interests. There are ninety-two granite tablets stacked about the room. Each tablet
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their own interests so long as they place the security and sanctity of the Hosttower and the cabal above all else. When not rallying to defend their home, wizards of the Arcane Brotherhood act like
.
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Joining the Mages. To be considered for membership, a character must reveal a secret about themself—whether false or true—and make a DC 14 Charisma (Deception or Persuasion) check. Characters who openly
lower levels, Pandora is on the lookout for new recruits—especially fearless warriors who share her god’s interests. She might ask one or more characters to join her faction (see the “Joining the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their
)
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convince Shon that they have Prismeer’s best interests at heart, he gives them the horn and tells them where to find Zybilna (area P22), warning them about the jabberwock if he hasn’t already done so. P29
, infiltrated Zybilna’s court by pretending to be an emissary of the Summer Queen. Zybilna saw through the deception, ascertained the incubus’s true allegiance to the demon lord Graz’zt (her former lover), and






