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Returning 35 results for 'decide insight are bind'.
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Monsters
Candlekeep Mysteries
imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
. The covetous hags each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they
Species
Fizban's Treasury of Dragons
, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding
echo of discovery—but also the desiccation of despair.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
complimented me on my work.
Non-Azorius Contacts
d10
Contact
1
Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.
2
The person who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the Material Plane. Markos assumed Krokulmar’s
perform one of these rituals to bind a fragment of Krokulmar to the Material Plane. Without any knowledge of the profane entity influencing Markos, Vasil Talistrome hired a warrior named Elra Lionheart
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarantees the party safe passage through level 17. A successful DC 16 Wisdom (Insight) check reveals that the illithid has no intention of making good on its promise. If the githzerai zerths from
the characters to the mind flayer colony on level 17, where Extremiton (the colony’s ulitharid leader) can decide what to do with them.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
grumpy around goats, the ogres decide to attack. Assuming some of the characters are sleeping for the night, anyone on guard duty can attempt a DC 15 Wisdom (Animal Handling) or Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character
As DM, you take on the role of an aasimar’s angelic guide and decide what kind of advice or omens to send in dreams. The deva, or other celestial being, is your chance to add special roleplaying
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
pairs. You can decide which pack members are at the stall when the characters arrive (see “Amberdune Pack” below for names). Speaking with the Manager. Korvala takes her duties as the owner of
Amberdune Books seriously. She denies all accusations of deception with curt professionalism and threatens to call for the guards if characters are too aggressive. A successful DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success. Added Benefit. In addition, consider giving
the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe’s leader must decide whether the group becomes obedient to the superior
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The characters can learn the following information from Vizeran by asking the right questions; he doles out information sparingly, but a successful DC 20 Wisdom (Insight) check might yield additional
Vizeran believes that his rival meant to summon and bind one specific demon lord. Vizeran finds it difficult to believe that even Gromph could be arrogant enough to think he could bind all the demon lords
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
? “He’s a tyrant who seeks to resurrect and bind his dead ancestor dragons, then use them to conquer the region. His depravities focus on Haskasori, which he’s made his temporary lair. But he often leaves
, and she doesn’t want to jeopardize the mission. The Brazen Egg. The egg is indestructible and magical. It has no obvious powers, and the Identify spell gives no insight into its nature. The egg’s true might awakens only when it is returned to Cozmioko’s remains in Haskasori (see area H15).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters might sense that the monks are exchanging furtive glances with a successful DC 10 Wisdom (Insight) skill check. Recruits or Members? The Sacred Stone monks might be persuaded to let the
does producing something that would pique the Black Earth cultists’ interest. If admitted, the characters are escorted to Qarbo so that he can decide what to do with them (see “Audience with Qarbo” in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven
40 ft., climb 40 ft.
STR
23 (+6)
DEX
18 (+4)
CON
19 (+4)
INT
18 (+4)
WIS
21 (+5)
CHA
22 (+6)
Saving Throws Dex +11, Con +11, Wis +12
Skills Insight +12, Perception +12
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of
the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well-executed plans. If the characters plan two steps ahead, the devils are one step beyond that. Nothing mortals do should ever surprise them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reference book: Day 1 Challenge: Sage (Upright). The Sage card suggests an opportunity to gain insight or advice. Perhaps the characters come to a promontory that allows them to see the surrounding
. The characters might decide to avoid the place entirely. Or they could free the monsters—hopefully avoiding the hungry ones—and confront the zoo’s enraged owner. Day 3 Reward or Ruin: Gem. If the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the risk of gambling is that one never knows who might end up sitting across the table. The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the
, examples of which are on the Gambling Complications table. Gambling Complications d6 Complication 1 You are accused of cheating. You decide whether you actually did cheat or were framed.* 2 The town
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
+ 20)
Speed 30 ft., burrow 20 ft.
STR
8 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Cha +6
Skills Arcana +6, Insight +5
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. VARIANT: YOCHLOL SUMMONING
Some drow inquisitors have an action that allows
(+1)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
21(+5)
CHA
20(+5)
Saving Throws Con +7, Wis +10, Cha +10
Skills Insight +10, Perception +10, Religion +8, Stealth
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit
, rather than one. Bulwark Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
only by that of the drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death. Variant
21 (+5)
CHA
20 (+5)
Saving Throws Con +7, Wis +10, Cha +10
Skills Insight +10, Perception +10, Religion +8, Stealth +7
Condition Immunities frightened
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventurers are undercover agents of the king. If the rogue loses a contest of Charisma (Deception) against the guard’s Wisdom (Insight), the same lie told again won’t work. The characters can come up with a
different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils, using the Creed Resolute to bind all Elturel to his dark deal.
“I wish to prove my theory, and I believe the evidence is locked inside the puzzle box.”
Sylvira is an expert on magic puzzle
escape the shield there. Sylvira leaves it to the characters to decide what to do with the shield. A small part of her is relieved if the characters decide to take it with them, as she knows the evil
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches
(+7)
Saving Throws Con +14, Int +12, Wis +11, Cha +14
Skills Arcana +12, Insight +18, Perception +18
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses blindsight 120
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
politics means that some come to the faith seeking power rather than purely to do good. In creating a follower of the Silver Flame, decide whether you are bound to the church or simply inspired by its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hostile. Whether the adventurers can shift a creature’s attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature
a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom (Insight) check to uncover one of the creature’s characteristics. You set the DC. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters decide to enter, Zurb opens the door for them. If the characters have befriended him, Zurb announces them as “really nice people that talked a lot.” This causes Fryer to shake her head in
might sense Fryer’s remorse over having sold Arla out with a successful DC 12 Wisdom (Insight) check, and could encourage her to share what took place and where to find Arla with appropriate roleplaying
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ancient deep crow suddenly rises up. Its great wings unfurl, its multiple eyes blazing red as it lets loose a caw that shakes the cavern walls.
Any character who succeeds on a DC 14 Wisdom (Insight
you all! Because what else am I good for? No one cares!” If none of the characters understands Deep Crow, a successful DC 15 Wisdom (Insight) check detects a note of self-recrimination in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
madam’s parlor in a brothel, complete with a gaudy chandelier and a fainting couch. Westra Moltimmur (CG female Illuskan human commoner with Insight +2 and Performance +6), the play’s leading lady, is one
drow depart, a cold wind tears through the alley and awakens the unconscious characters. Next Encounter If the characters decide to speak with Fenerus, proceed with encounter 8, “Courthouse.”
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crumbling ruins, or the patterns of moons, stars, and the Ring of Siberys (best interpreted at an observatory). A dragonmarked character might gain insight into the Prophecy from the marks on their
, it’s up to the characters to decide what they mean. The Prophecy is notoriously difficult to interpret, and a given passage might be fulfilled in different ways (or, possibly, in multiple ways over the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Paolo and his group listen intently to anything the characters share and ask them about the bakunawa, what it looked like, and how it behaved. A character who succeeds on a DC 12 Wisdom (Insight) check
characters decide to work with Paolo’s group, the two groups travel to Lambakluha together. If the party chooses not to accompany Paolo and his group, Paolo politely wishes them safe travels but says






