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Returning 35 results for 'detected score ruling'.
Other Suggestions:
deterred score rolling
detect score rolling
detected score rolling
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detect score raging
Spells
Player’s Handbook
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves. Ability Score Increase. Your Strength score increases by 2. Dwarven Armor Training. You have proficiency with light and medium armor.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves. Ability Score Increase. Your Strength score increases by 2. Dwarven Armor Training. You have proficiency with light and medium armor.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Tiger A tiger lies in wait for the party but is noticed by any character whose passive Wisdom (Perception) score is 16 or higher. If not detected, the tiger pounces at a character who comes within 40 feet of it. The tiger retreats if it loses more than half its hit points.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
themselves as employees will need disguise kits or appropriate magic to perpetrate the deception. Whenever a disguised character enters a situation where the disguise might be detected by an onlooker who
takes more than a passing interest in the character, have the character make a Charisma (Deception) check. If the check’s total is higher than the passive Wisdom (Perception) score of the onlooker, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland
. Ability Score Increase. Your Dexterity score increases by 1. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
) score to determine whether a theft made against that character is successful. If the character’s score is 11 or higher, the theft is detected and thwarted. Otherwise, the thief makes off with one
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the
creature moves across it. The character in the lead spots the hidden pit automatically if his or her passive Wisdom (Perception) score is 15 or higher. Otherwise, the character must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
highest point, to the east. At the west end of Qu’ellarz’orl is a small cavern containing a sculpted stalagmite tower. Within this tower rests the Chamber of the Ruling Council, where the matron mothers of
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Claddik, is the most public face of its leadership, and her connection to Korranberg’s ruling Council of Nine is well known. But she is not the ultimate authority determining what gets printed and what
be a challenging role for a player character to fill, but an NPC could provide services to the party, making them worth keeping around. Face. Typically gifted with a high Charisma score and skilled in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain’s power to sense thoughts, neothelids warrant such precautions. Savage Behemoth. As a
within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor to prevent the cover from opening. The cover can also be held in place using an arcane lock spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Characters who have a passive Wisdom (Perception) score of 18 or higher see fleeting glimpses of the drow spies over a period of several days and can, with a successful DC 15 Wisdom (Insight) check
who lives in a crate at the corner of Net Street and Dock Street, by the wharf.” Finding a noble isn’t hard, but snatching one’s handkerchief without being detected requires a successful DC 12
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire
prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire
prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to
might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to
. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scouting, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can freely move in any direction. Deep Ethereal To reach the
Passive Perception score of 15 or higher receive 1 minute of warning: a deep thrum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere suffer the cyclone’s effect
Magic Items
Infernal Machine Rebuild
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
through difficult terrain, your speed is reduced by 10 feet until the end of your next turn.
66
You increase one ability score of your choice by 2. You can increase an ability score above 20
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
.
The Arcane Acropolis is Karsus’s home, sanctum, and ruling palace. It is designed to awe and intimidate, to showcase his mastery of magic and serve his every whim as he develops ever more powerful
magic items best kept on ice. Adventurers might seek to plunder the frozen goods, claiming what they can before they are detected or succumb to frostbite. Ice Plane Portals. The icy portals conjured
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios (JACK WANG) Triton Traits Your triton character has the following racial traits. Ability Score Increase. Your Strength
centaur Perisophia guides Meletis
as a member of the polis’s ruling council, the Twelve
(CORY TREGO-ERDNER)
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
choice. Any character who succeeds on a DC 12 Wisdom (Perception) check or who has a passive Wisdom (Perception score of 12 or higher can hear slurping and chewing sounds from that area. Creatures
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
uniforms. Guards. Two off-duty guards are playing cards at the table. They aren’t expecting to be interrupted, and each has a passive Wisdom (Perception) score of 7. If the characters try a nonviolent
, which opens silently. Trap. Any character who has a passive Wisdom (Perception) score of 15 or higher notices the floor is unusually clean in a 10-foot square in front of the gem crates. When a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scouted the grounds, any character in the baths (area T5) who has a passive Wisdom (Perception) score of 13 or higher spots the ruined stone building behind the trees. Characters who travel from the
) score of 14 or higher hears what sounds like sobbing or muttering coming from within. The door is sealed firmly, as are the shrine’s four windows, and all are coated by an unnaturally resilient resin of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Masked Lords of Waterdeep — rulers who convene in secret and whose identities are largely unknown. The public face of this ruling body is the Open Lord of Waterdeep. The current Open Lord, Lady Laeral
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->Vecna: Nest of the Eldritch Eye
buildings litter the area. Brackish water floods nearly half of the chamber, getting deeper toward a dark tunnel to the west.
Characters who have a passive Wisdom (Perception) score of 12 or higher notice
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
six yellow musk zombies (see appendix D) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom (Perception) score lower than 12 is
of Kir Sabal, awaiting the restoration of the monarchy. (These are examples of how Zalkoré simultaneously thinks of herself as still the ruling queen of Omu as it was centuries ago, and is also aware
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magic. Characters who have a passive Wisdom (Perception) score of 17 or higher realize that the spiders are a threat before the creatures attack. All sorts of damaged and unfinished attractions are
towels. Against the back wall stands a wooden mannequin wearing an eye patch. A secret door along one wall can be detected with a successful DC 15 Wisdom (Perception) check. Starboard Closet. This closet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
detected inside the forge, three ogres stand around the northernmost table, where two fire giants are locked in an arm-wrestling contest. The ogres are cheering on the giants and paying close attention
), and has a passive Perception score of 10. He lacks darkvision but is immune to fire damage. Zaltember is a bully and coward. If wounded, he flees to area 31 (by way of areas 19, area 37, area 34
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
raises one ability score of each character present by 1 point and takes no sacrifice. 4–12 Entity ignores the whole thing. Treasure. The only items of value in the temple that can be salvaged are the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
typical member is a veteran, with the following changes: A member of the Axe of Mirabar has AC 18 (plate), 67 (9d8 + 27) hit points, and a speed of 25 feet. He or she has a Constitution score of 16
great expense), and that achievement bodes well for Neverwinter’s future. Dagult Neverember is the Lord Protector of Neverwinter, ruling in the absence of a true heir to Neverwinter’s crown. At
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
asleep in their tents. The shaman sleeps under a blanket of snow in the Sunken Grove and can be spotted by any character with a passive Wisdom (Perception) score of 20 or higher. The shaman and the
by the War of the Silver Marches, which drew away many of Adbar’s greatest warriors, including its long-ruling king, Harbromm. King Harbromm led his knights into battle against the orc hordes invading
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
because of the general hubbub, but their presence will certainly be detected if they move into the room. Even when their intrusion is noticed, the characters will not be greeted with hostility unless
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to spy on the wizards and search for the treasure. So far, none of the residents have detected it — the last person to do so was the previous owner, killed by the nothic’s rotting gaze. Though evil
sprays water high, reminding faithful of the price of failing to appease Umberlee. The intimidating Allandra Grey, a chaotic evil female human priest, leads the temple’s score of waveservants, most of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the tome and neighboring Mandorcai’s Mansion, a nothic lurks in the house’s passages, using them to spy on the wizards and search for the treasure. So far, none of the residents have detected it — the
faithful of the price of failing to appease Umberlee. The intimidating Allandra Grey, a chaotic evil female human priest, leads the temple’s score of waveservants, most of them women widowed or orphaned