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Returning 35 results for 'desert insight are belong'.
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Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter
in the guild’s good graces.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
Performance
Transcendent Order
Athletics
Factions of Sigil
Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of
Backgrounds
Sword Coast Adventurer's Guide
;
Skill Proficiencies: Insight, PerceptionTool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homelandLanguages: Any one of your
about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerû
Backgrounds
Baldur’s Gate: Descent into Avernus
social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Skill Proficiencies: Insight, Persuasion
your district.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
12 (+1)
WIS
14 (+2)
CHA
9 (–1)
Skills Insight +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Unarmored Defense. While the tower
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
idle conversation and assume that characters know people throughout the city. At the first hint that a character might not belong at the masquerade, guests start loudly asking pointed questions
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the house well, including the public details of the horrific murders. Though he expresses honest sadness for the fate of the Yellowcrest family and their servants, a successful DC 10 Wisdom (Insight
the countryside. A few tanneries, leatherworkers’ shops, and cobblers’ shops in the Trades Ward reportedly still belong to Lord Viallis, but if he has ever returned to Waterdeep, Arnulf doesn’t know about it.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wisdom (Insight) check can ascertain that the demilich is watching them closely to see how they react to their surroundings. If the demilich concludes, based on its observations, that the characters
Brotherhood. A party can fool the demilich into thinking they belong in Ythryn by succeeding on a DC 13 Charisma (Deception) group check. If the group check is successful, Iriolarthas believes the party is what
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. They can try to find clues with the following actions: Search. A character can take the Search action and make a DC 16 Wisdom (Insight or Perception) check. On a success, the character notices that
sign the passphrase “Cozmioko grins” in any language. Parting Gifts. Before the characters leave, Oliekintara gives them directions to Haskasori, a day’s journey deeper into the desert. If they
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lamia Accursed Bargainer and Ruin Raider Habitat: Desert; Treasure: Arcana Viko Menezes Legends say the first lamia was an ambitious ruler who made a sinister bargain with the demon lord Graz’zt for
(13d10 + 26)
Speed 40 ft.
Ability Score Mod Save Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2 Ability Score Mod Save Int 14 +2 +2 Wis 15 +2 +2 Cha 16 +3 +3
Skills Deception +7, Insight +4
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
Sneak Attack still apply to you. Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. In response, the water rises, taking the shape of city ruins nestled inside a mountain. “Haskasori began as a cavern where desert travelers could take shelter, grew into a trade hub, and eventually
, 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->Monster Manual (2014)
Lamia Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic
(+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +4, Stealth +3
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
descending into the rock. Blood has been used to draw crude symbols on the skulls.
The skulls belong to humans, dwarves, goblins, goliaths, and orcs. The symbol on each skull looks like a three
. Some of the bones belong to gnolls who fell prey to cannibalism. The four gnolls in area Z3 move here to investigate any loud noises. They don’t attack intruders right away, however, except in self
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A successful DC 16 Intelligence (Arcana) check reveals the wings have black blood; they don’t belong to a bat or any other Beast. Creatures other than Constructs, Fiends, or Undead that partake of the
Cakers have eaten the cursed cake. Makeup masks their languid complexions, but a character who succeeds on a DC 14 Wisdom (Insight or Medicine) check determines the Cakers aren’t well. If a Caker is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
dark robes. Sarusanda kneels in one corner, wrapping a linen bandage around her leg. She startles at your intrusion, then relaxes.
The robed bodies belong to two priests of Osybus (see appendix A
. Development. Sarusanda has 30 hit points remaining and is obviously in pain. If the characters offer to heal her, she downplays her injuries. A character who succeeds on a DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
physical turf. After all, a neighborhood needs many different professions to thrive — carpenters and cooks, grocers and apothecaries — and the fact that siblings and spouses often belong to different
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth of coins from different worlds and planes Sigil Faction Affinities Faction Skill Athar Religion Bleak Cabal Insight Doomguard Nature Fated Intimidation Fraternity of Order History Hands of
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
physical turf. After all, a neighborhood needs many different professions to thrive — carpenters and cooks, grocers and apothecaries — and the fact that siblings and spouses often belong to different
stained on a piece of bark. He tells the party that the Drawing Tree in Insight Park sent it as a message.
8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
platform rises from the edge of the pool, supporting a larger-than-life quartz statue of an elf priest with outstretched arms.
The ruins here belong to an elven tribe that once dwelled in this region. They
Wisdom (Insight) check contested by the cloakers’ Charisma (Deception) check recognizes that the “spirit” is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
right. Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan’s tools Languages: One of your choice Equipment: A set of artisan’s tools (one of your choice), a letter of
handiwork. Everywhere I go, I’m surrounded by rivals. Variant Guild Artisan: Guild Merchant Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
)
CHA
16 (+3)
Skills Athletics +4, Insight +3, Survival +3
Senses passive Perception 11
Languages Common, Orc
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
hasn’t seen his father since he was a baby.
Ideal: “Without duty or loyalty, a man is nothing.”
Bond: “Icewind Dale is where I belong for the rest of my life.”
Flaw: “I am honest to a fault
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
Throws Dex +9, Con +11, Int +13, Wis +15
Skills: Arcana +13, History +13, Insight +15, Perception +15
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties
. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
scholar notes that the bones likely belong to common folk who rose up in revolt and ended the Yun dynasty. Hungry Ghosts. An otyugh hides among the debris in the northwest corner of the room. When it
telepathically says, “We are the hungry dead. Honor us with lunch, or suffer our curse.” Characters who hear the otyugh can make a DC 12 Wisdom (Insight) check. On a successful check, they realize something
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trouble brewing between the Zhentarim, which has gained an economic foothold in the city, and the Xanathar Thieves’ Guild, which controls much of the city’s criminal underworld. Characters who belong to the
statistics, with the following changes: The young cloud giants have an Intelligence score of 10 (+0) and Wisdom and Charisma scores of 12 (+1). They have the following skills: Insight +4, Perception +4. They
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
path across the desert of Anauroch, but there’s a stretch that passes near the sand-swallowed ruins of a once-great arch–a portal built by giants, some say. a sandstorm rages all around it, and in the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lies a child’s playroom.
The garments and footwear belong to visitors who never left the cottage. C3: Bubba Wugga’s Playroom Colorful toys litter this spacious playroom. A giant, empty cradle lies
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
no idea why Daask abducted him and begs for the characters to free him. A character who succeeds on a Wisdom (Insight) check contested by Corrin’s Charisma (Deception) check knows the halfling is lying
human bandits who belong to Daask. The bandits are here to cover Garra’s escape and attack characters who try to board the departing train. To catch Garra, the characters need to board the lightning
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
13 Wisdom (Insight) check can tell that Trex is lying. The ghost controlling Trex wants safe access to Termalaine so that it can possess someone more powerful and influential than a kobold. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nomads belong to the Bear tribe or the Elk tribe, they give the party a wide berth and attack only if threatened. (Anyone who approaches them with weapons drawn is considered a threat.) Nomads
claimed a Netherese ruin in Anauroch as her lair. The ruin lies half-buried in the desert northeast of Ascore. See chapter 12, “Doom of the Desert,” for more information on this location. Jalanthar The






