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Spells
Playerâs Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
its trigger and choose whether itâs an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Spells
Playerâs Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
Backgrounds
Sword Coast Adventurer's Guide
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
Backgrounds
Guildmastersâ Guide to Ravnica
commonerâs clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial
make a nice sideshow act.
9
I left the Selesnya â and a lover â behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cautionary tale meant to warn people to keep their attention on their chores. When a traveling gnome bard heard the tale, he was so intrigued that he set the story down in the book, Shemshimeâs Bedtime
Rhyme. By doing so, he inadvertently created a conduit through which Shemshime could return. Yowen Pilt procured the book from an adventurer who discovered it among the debris of a shipwreck. He
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
presented in this book are the best known, you can decide where else the Concord Jewels reach and what connections they create to future adventures.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
presented in this book are the best known, you can decide where else the Concord Jewels reach and what connections they create to future adventures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
The Big Picture This book, the Playerâs Handbook, and the Monster Manual present the default assumptions for how the worlds of D&D work. Among the established settings of D&D, the Forgotten Realms
, Greyhawk, Dragonlance, and Mystara donât stray very far from those assumptions. Settings such as Dark Sun, Eberron, Ravenloft, Spelljammer, and Planescape venture further away from that baseline. As you create your own world, itâs up to you to decide where on the spectrum you want your world to fall.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Passage of Time Each adventure in this book takes place over the course of an academic year, which is no longer than a calendar year. The adventures include events, but those events arenât the
entire extent of the charactersâ experience on campus that year. Unless explicitly stated, assume that anywhere from a few days to a few weeks passes between the events of an adventure. You can decide
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
character illustrations in this book for inspiration. Session Zero
Some Dungeon Masters start a campaign with a âsession zero,â an initial gathering focused on creating characters and setting
expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Allies and Enemies The effects in this book sometimes target just allies or enemies. A creature is your ally if theyâre inclined to help you or fight alongside youâor if you believe theyâre inclined
you either believe theyâre inclined to do so, or you plan to pick a fight with them regardless. If in doubt, itâs up to the GM to decide whether a creature counts as an ally, an enemy, or neither.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. Cranium
colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colonyâs elder brain (appears in this book), transmitting their thoughts when they swarm and are within
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Beginning the Adventure While the characters are conducting research or relaxing in Candlekeep, a member of the Avowed approaches them with a book and a quest: A robed dragonborn clears her throat as
she approaches you. Cradled in her arms is a green book. âPlease forgive the interruption,â she says. âMy name is Pelk, and I speak for the Avowed. Youâre adventurers, are you not?â
Pelk is a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
A Campaign of Heists You can combine the adventures in this book to form a campaign. Each adventure would be an episode in the campaign, with you filling in the details of the charactersâ stories
between jobs. If you go this route, encourage the players to create a crack team and a base of operations, a supporting cast of allies, and other hallmarks of a heist crew. Have your group decide on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
options in the Playerâs Handbook and are more rare in the worlds of D&D than the races in that book are. If youâre a player, consult with your DM before using any of the races here. Many DMs like to
the DM, including any of these races in your campaign is a storytelling opportunity, a chance for you to decide the roles that different peoples play in the tales you weave. You might decide that a
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
tales, but what place do they have in your D&D game? As a DM, you determine what place horror has in your adventures. Consider the following topics and how this book can aid you in determining the role of
suspense in your game. Foundations for Fears. Facing frightening creatures and venturing into the unknown are staples of both D&D adventures and horror stories. This book explores how to interweave
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
threats. These wizards are highly dedicated to their work and their city, and generally donât take bribes. Itâs up to the higher-ups, however, to decide what missions to assign to the Blackened Book; if
also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
above an open eye.
âWelcome to Candlekeep,â says the elf in Common. âA gift is required from those seeking admittance. You must donate a book or scroll that isnât already in the libraryâs archives
. Please present your gift for inspection.â
All three monks are neutral good priests of Deneir. (Apply racial traits to their statistics as needed.) The monks study any book or scroll thatâs handed to
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Creating a Sidekick A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower. You take that
whether there is sufficient trust established for the creature to join the group. You decide who plays the sidekick. Here are some options: A player plays the sidekick as their second characterâideal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Reaching the Radiant Citadel While the Concord Jewels already create paths between many realms, you can place the missing Jewels anywhere you decide, linking more lands to the Radiant Citadel
organization. Founding Residents. The characters are from locations detailed in the gazetteers throughout this book. They already know about the Radiant Citadel but journey to it seeking to learn more
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Mirabarans passed through Beliard. A caravan guard in the Helm at Highsun (area 3) says the Mirabarans passed through Beliard. Endrith Vallivoe (area 22) recently came by a beautiful book in
these NPCs know what they know, the adventurers must question the key characters. These conversations should suggest several ways to begin the search for the delegation from Mirabar. Continue with the âEarly Investigationsâ encounters in chapter 3 when the adventurers decide which lead to follow.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Reaching the Radiant Citadel While the Concord Jewels already create paths between many realms, you can place the missing Jewels anywhere you decide, linking more lands to the Radiant Citadel
organization. Founding Residents. The characters are from locations detailed in the gazetteers throughout this book. They already know about the Radiant Citadel but journey to it seeking to learn more
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
story for themself without being allowed to know that story ahead of time. With this narrative approach to the Deck of Many Things, you decide how to weave the events triggered by cards into your
in this book include advice to help you work the effects of their cards into your campaign story. Using the deckâs effects as events in your campaign poses an interesting question: is the deck
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
journeys is ultimately up to you and the players to decide, but consider cleaving to what the group thinks is fun rather than stretching for unnecessary accuracy (whatever that might mean for a world
as magical as Theros).
That said, if youâd like to add nuance to your nautical adventures in Theros, the book Ghosts of Saltmarsh provides more information on ships, hazards, and environments at sea
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
assault, and the elder brain (appears in this book) is killed, the colonyâs tadpoles are suddenly freed from their fate. They no longer serve as foodâand are no longer fed by their caretakers. Driven by
without being implanted in a brain so they canât become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might
2â3 A trinket (see âTrinketsâ in chapter 5 of the Playerâs Handbook) 4 An article of clothing 5 A piece of jewelry 6 An arcane book or formulary 7 A written story, song, poem, or secret 8 A tattoo or other body marking
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, such as a background choice. From the start, your character is making decisions that will lead to their eventual college choice. Chapter 1 describes each of the colleges. How do you decide which of
later chapters of this book (or an adventure of your DMâs creation), give some thought to what has brought your characters together as a group. The easiest explanation is that you met as first-year
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
information in a book. Taking Turns Often, characters spread out across a room to investigate the elements of the room. (The exploration example in chapter 1 of the Playerâs Handbook shows this dynamic
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier âResolving Outcomesâ section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Baldurâs Gate joined the Lordsâ Alliance, a coalition of independent cities that includes Neverwinter and Waterdeep, largely because of disputes with Amn. Should Amn decide to attack Baldurâs Gate
great library of Candlekeep, one must furnish the libraryâs monks with a book not already contained in the libraryâs archives. Travelers on the way to Candlekeep often stop in Baldurâs Gate
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
. Baldurâs Gate joined the Lordsâ Alliance, a coalition of independent cities that includes Neverwinter and Waterdeep, largely because of disputes with Amn. Should Amn decide to attack Baldurâs Gate
great library of Candlekeep, one must furnish the libraryâs monks with a book not already contained in the libraryâs archives. Travelers on the way to Candlekeep often stop in Baldurâs Gate
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Using the Tables When a creatureâs name appears in bold type, thatâs a visual cue pointing you to its stat block. Creatures marked with an asterisk (*) appear in this book. Those marked with a dagger
(â ) appear in Mordenkainen Presents: Monsters of the Multiverse. (Where those monsters appear, a note to the table tells you what to do if you donât have that book.) All other creatures are described
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Maira irâTalan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that sheâs also an agent of the Dreaming
Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Darkâs schemes
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
how long will that remain certain? The answers are for you to decide. THIS BOOK GIVES CHARACTERS NIGHTMARES
Ravenloft is a setting designed to bring nightmares to lifeâfor characters, not for
aware that this book contains suggestions for adventures meant to be horrifying. While these plots are no more explicit than those you might find in any other Dungeons & Dragons product, the horror






