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                        Returning 35 results for 'draw insight are books'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
                                                
                                            
                                                
                                                     cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ; plans under the weight of time and lash out with magical energy that often takes the appearance of books, scrolls, and sheets of parchment.
Lorehold Scholars
The archaeomancers of Lorehold
                                                
                                            
                                                
                                                     College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
9 ♥️
Leather pouch containing 18 gp
10 ♥️
10 crossbow bolts
3 ♣️
Three book;books, written in Common, about random historical events
4 ♣️
Canvas Tent
                                                
                                            
                                                
                                                     each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Stench. Any
                                                
                                            
                                                
                                                     like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
                                                
                                            
                                                
                                                    . Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    You didn’t mean for things to turn out this way. You were curious and perhaps ignored a few signs, but it’s hard to take ancient curses seriously. Musty old books say a lot of things, and
                                                
                                            
                                                
                                                     spell, at the cost of overwhelming your mind with a horrifying, cosmic insight. When you cast a spell, you can give that spell’s save DC a +2 bonus but you have the paralyzed condition until the
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
                                                
                                            
                                                
                                                    , you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
                                                
                                            
                                        
                                                     Backgrounds
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
                                                
                                            
                                                
                                                     coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
                                                
                                            
                                                
                                                     groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , and characters need keen ears and sharp insight to determine which stories have weight. Have each character make a DC 20 Intelligence (Investigation) check or Wisdom (Insight) check. If the check
                                                
                                            
                                                
                                                     succeeds, the character learns a secret about Undermountain, and the player can draw a card from the Secrets Deck. Players can hold onto these cards for later reference. When the characters meet an NPC in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    Amberdune Books Although it’s located in an out-of-the-way corner of the Wide, Amberdune Books always has a few customers perusing its wares. This market stall is stocked with legitimate but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Handling the Cards The Deck of Many Things has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it
                                                
                                            
                                                
                                                    , as well as the number of cards they intend to draw. Otherwise, the deck’s magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     crash and spent years in a remote location until you were found. In that time, you experienced a remarkable revelation. Did you have a religious experience, or did you have an arcane insight into the
                                                
                                            
                                                
                                                     workings of the universe? 
   4  You’re a librarian. You’ve spent your entire life in the labyrinth of books below Morgrave University. A few weeks ago you stumbled on a secret buried in the vaults
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     through books and scrolls, but also through first-hand observation — by visiting far-flung settlements and exploring local histories and customs. Skill Proficiencies: Insight, Religion Languages: Two of
                                                
                                            
                                        
                                                     Backgrounds
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     books and scrolls, but also through first-hand observation—by visiting far-flung settlements and exploring local histories and customs.
 
Skill Proficiencies: Insight, ReligionLanguages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     adventurers, as the characters soon discover. Approaching the Nest As the characters draw closer, they see a broad expanse of detritus and guano spread out below the nest. With a successful DC 10 Wisdom
                                                
                                            
                                                
                                                     (Perception) check, a character notes that a great amount of that detritus appears to be shredded parchments and bound books — all works destroyed by Raah in various fits of pique. Either before or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
                                                
                                            
                                                
                                                     Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     characters see the deck, and if they’re willing to perform a service for Oddlewin, he might let them draw from it. This is a good way to introduce the deck to low-level characters. Heroes of a more
                                                
                                            
                                                
                                                     adventurous bent might explore the ruins of Gardmore Abbey presented in chapter 16. The abbey has long been associated with the deck, since an ill-fated draw caused a massacre of both the knights who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Cleric  Core Cleric Traits   Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
                                                
                                            
                                                
                                                     GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     distant and muted, as if their thoughts and feelings were trapped behind glass. Soon, the seriousness of the problem becomes clear. Soul Loss The soulless character has disadvantage on Wisdom (Insight
                                                
                                            
                                                
                                                    , the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     thoughts or similar magic. Characters can fake it ’til they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K30. King’s Accountant Dusty scrolls and tomes line the walls of this room. More scrolls and books lie scattered on the floor, around four heavy wooden chests fitted with study iron locks. The only
                                                
                                            
                                                
                                                     all the books for Strahd, recording the vampire’s riches and conquests. Lief has been here longer than he can remember. He is grumpy because Strahd doesn’t allow him to know about all his treasures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     crossbow bolts 3 ♣ Three books, written in Common, about random historical events 4 ♣ Canvas tent 5 ♣ 50 feet of coiled silk rope 6 ♣ Two crowbars 7 ♣ Healer’s kit 8 ♣ Eight gems worth 5 gp each 9
                                                
                                            
                                                
                                                     bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance. Tower Sage Medium Humanoid, Any Alignment
 Armor Class 10 (13 with Mage Armor)
 Hit
                                                
                                            
                                                
                                                     Points 22 (5d8)
 Speed 30 ft.
  STR
 10 (+0)
 DEX
 10 (+0)
 CON
 10 (+0)
 INT
 16 (+3)
 WIS
 14 (+2)
 CHA
 16 (+3)
 
 Skills Arcana +5, History +5, Insight +4
 Senses passive Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Studying Phase The Studying phase of an Exam represents the characters brushing up on their coursework, prompting sparks of insight when faced with difficult questions, or using mnemonics or other
                                                
                                            
                                                
                                                     they wish when making this check, but they can make it only once. For example, one student might make an Intelligence (History) check to pore over their books, while another student makes a Charisma
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
                                                
                                            
                                                
                                                     to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     insight into the setting. The other books are largely tied to specific subjects. If you want to run a campaign in the mysterious lands of Xen’drik, Secrets of Xen’drik and City of Stormreach have a
                                                
                                            
                                                
                                                     of the world, including advice on creating adventures and a deeper look at the nations of Khorvaire and the lands beyond it. Either of these books can be useful for a Dungeon Master who wants further
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library. Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and
                                                
                                            
                                                
                                                     Int +5, Wis +4
 Skills Arcana +5, Insight +6, Investigation +7, Perception +4
 Senses passive Perception 14
 Languages Common, Draconic, Dwarvish, Halfling
 Challenge 2 (450 XP)
 Special
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
                                                
                                            
                                                
                                                     to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the diary, dated just over five years earlier, change in tone as Sarah worries about the strange conduct of Lord Yellowcrest, and his habit of spending too much time with ancient books in his study
                                                
                                            
                                                
                                                     appeared to me as bubbling blood. Lord Viallis stood next to it motionless, one of his vile books in hand, and muttered something I could not hear. I slipped away quickly, though I fear he might have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal. Use the
                                                
                                            
                                                
                                                    
 Mannequin
 Mirror
 Obelisk
 Oversize cake
 Panel of levers
 Pile of bones
 Potted plant
 Row of books
 Sarcophagus
 Sculpture
 Ship’s wheel
 Sign
 Stalagmite
 Stump
 Table
 Tapestry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     the appearances of Davil Starsong and Yagra Stonefist. Reward: Each Harper character gains 1 renown. 3rd “Uza Solizeph is an old woman who sells books out of a narrow three-story building on Sorn
                                                
                                            
                                                
                                                     Street in the Trades Ward. She claims to have trapped a monster in her shop and fears for the welfare of her books and her cat. The City Watch isn’t likely to lend a hand, given Uza’s propensity for tall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the Lykortha Expanse on a map. If one or more characters try to draw some conclusion about the outbreak based on the forest’s location, a successful DC 20 Wisdom (Insight) check allows them to safely
                                                
                                            
                                                
                                                     gaining insight into their actions and ascertaining where they could be coming from. The writing gradually turns into almost incomprehensible fragments, many alluding to the author's desire to combine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
                                                
                                            
                                                
                                                     Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
                                                
                                            
                                        






