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                        Returning 35 results for 'ground reveals'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
                                                
                                            
                                                
                                                     card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature
                                                
                                            
                                        
                                                    Deck of Illusions
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An
                                                
                                            
                                                
                                                     with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    , and thieves’ toolsEquipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
 
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment
                                                
                                            
                                                
                                                    
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
                                                
                                            
                                                
                                                     the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     twig dolls are bound to the charred tree, all within easy reach. A detect magic spell reveals an aura of transmutation magic emanating from the tree and the ground in a 60-foot radius around it. Close
                                                
                                            
                                                
                                                     examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     break her pact with the archdevil. Ralzala hides under the ground at the base of the zapper. If the characters damage the zapper, Ralzala emerges from the ground, casts tongues, and offers them a deal
                                                
                                            
                                                
                                                    . She reveals that the deposed archdevil Bel would gladly aid the characters in overthrowing Zariel. If the characters help Ralzala break her pact with Zariel, the dao promises to direct them to Bel’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     randomly switches language to Giant. Millennia of isolation have unhinged his mind, so he argues with himself often, even in front of strangers. Uldrak reveals his sorry tale to any who ask him about the
                                                
                                            
                                                
                                                     Uldrak’s sword is an orb of dragonkind. This item is vital to Uldrak’s plan to free himself from his curse. Development To regain his true form, Uldrak must spill some of Tiamat’s blood on the ground
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
                                                
                                            
                                                
                                                     spot. Others, such as defiled ground, are undetectable by normal senses. The other hazards presented here can be identified with a successful Intelligence (Nature) check. Use the guidelines in chapter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     one hundred feet in the air. Near the ground, the wide trunk has been hollowed out and carved to form doors, windows, and a spacious learning center. Surrounding the tree is a wooden platform that
                                                
                                            
                                                
                                                     table’s cabinet inside the hut reveals a pest mascot (see chapter 7) gnawing on a cracked, strange-looking stone. The pest is one of the mascots the characters must catalog for Professor Sharpbeak, as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     illusions that can’t be dispelled. These illusions begin 30 feet above ground and create the impression of open sky where high walls and ceilings should be. The illusions flawlessly duplicate the sun
                                                
                                            
                                                
                                                     appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     of the chasm, the base of the fallen tower can be seen, reduced to a broken section of its former ground floor. 
 Ruins This city once housed the Infernal Machine before Lum the Mad conquered those
                                                
                                            
                                                
                                                     who dwelled here and took the machine with him when he departed. A successful DC 12 Intelligence (Investigation) check reveals faded carvings on the stone blocks depicting stylized aspects of daily
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     roof; if the saving throw fails by 5 or more, the creature slips and falls off the roof, taking 2d6 bludgeoning damage and landing prone on the ground. Treasure The nest contains bones, old bits of
                                                
                                            
                                                
                                                     armor, a punctured helmet, and other detritus. Digging around for 1 minute or more also reveals two treasures: an ancient arrow-catching shield and a bag of tarnished silverware worth 100 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     burning cottages, fields, and trees. A broken sign on the ground reveals the settlement’s name: Idyllglen. Shrieking townsfolk run from cackling, snarling demons and gnolls.
 The characters are transported into Lulu’s memory of Idyllglen near the west edge of Idyll Road (area I1 on map 4.2).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     form can enter the tower through these slits. Treasure The ground floor of the Daern’s instant fortress contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a +2
                                                
                                            
                                                
                                                     unlocked wooden coffer with four compartments, each one containing a potion of greater healing. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is lying atop the coins on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
                                                
                                            
                                                
                                                     in this guardhouse, believing that act would prevent the will-o’-wisp from reaching him. An examination of his corpse and a successful DC 12 Wisdom (Medicine) check reveals that he died from several
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     the entire area reveals only that the north side of the hill has a crumbling cliff of sand and gravel about 20 feet high in the middle of the whole. (This cliff face is represented by the northern
                                                
                                            
                                                
                                                     sufficiently high off the ground in order to collapse enough material to expose a portion of a tunnel entrance. Once an entrance is exposed, it takes about 1 hour for characters to thoroughly clear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     a century, grown into a nearly solid mass of hedge and thorn. Seen from ground level, however, the maze appears to be a pleasant, hedge-ringed garden with no resemblance to a maze at all. Villagers
                                                
                                            
                                                
                                                     are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     century, grown into a nearly solid mass of hedge and thorn. Seen from ground level, however, the maze appears to be a pleasant, hedge-ringed garden with no resemblance to a maze at all. Villagers are
                                                
                                            
                                                
                                                     quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     don’t make it to the docks, Captain Sartell reveals her identity to Traevus and negotiates a deal with him whereby she takes command of the Moondancer in exchange for delivering Traevus, his gang, and
                                                
                                            
                                                
                                                     down from the ship’s side to hang mere feet above the ground, and a face appears over the side of the railing.
 “Need a lift?” asks the sailor you met earlier.
 Here ends chapter 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    , and others flying to the ground.
 Each character must make a DC 13 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one. Picking Up
                                                
                                            
                                                
                                                     walls of one of the chambers. A search of the other chamber reveals an identical object, with each bearing a jagged sigil carved into it. A detect magic spell reveals powerful magic emanating from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the victim immobilized. Trigger. A creature that steps on the bear
                                                
                                            
                                                
                                                     adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    M2. Monastery Grounds At the surface level of the floating rock island, the monastery is laid out as a large campus composed of sharp-angled buildings. These jut out of the ground like massive
                                                
                                            
                                                
                                                     learns a number of things regarding the monastery’s darker nature. Graffiti scratched into the walls in thieves’ cant and Infernal reveals dire sentiments regarding how the doubtful are punished, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     bound to protect the crypt and can be summoned from anywhere in Avernus to fulfill his duties. He descends below ground to hunt down intruders and interrogate them, leaving the gorgons and chariot
                                                
                                            
                                                
                                                    , as well as the location of Kostchtchie’s Maw, on the characters’ map. Once Kostchtchie is released, the characters can report back to Olanthius at the Crypt of the Hellriders, whereupon he reveals the Bleeding Citadel’s location.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     winking on its surface, before settling to the ground nearby. 9 A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript
                                                
                                            
                                                
                                                    -foot-long beard can see through its eyes. 3 A perfectly smooth, round stone the size of a human’s fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water. 4 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
                                                
                                            
                                                
                                                     magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
                                                
                                            
                                                
                                                     magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     Strength check made by someone with a Strength score of 16 or greater, to break it down. Opening the door to this chamber reveals a grisly sight. Three desiccated human corpses are strung up at even
                                                
                                            
                                                
                                                     intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots. The floors here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: Barovia Village to the
                                                
                                            
                                                
                                                     your card reading reveals that a treasure is here, it is buried in one of the graves. For each grave the characters dig up, there’s a cumulative 10 percent chance of finding the treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
                                                
                                            
                                                
                                                     Castle Ravenloft. The skull weighs 250 pounds. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is lying on the bone table. If your card reading indicates an encounter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it’s buried
                                                
                                            
                                                
                                                     amid the roots of the Gulthias tree, beneath the skeleton of the dead adventurer. Characters who dig in the ground under the skeleton automatically find it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Goblin Trail After the characters defeat the goblins, any inspection of the area reveals that the creatures have been using this place to stage ambushes for some time. On the north side of the road
                                                
                                            
                                                
                                                     succeed on a DC 10 Dexterity saving throw or be flipped upside down and suspended 10 feet above the ground. The character has the restrained condition until 1 point of slashing damage is dealt to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a
                                                
                                            
                                                
                                                     it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a
                                                
                                            
                                                
                                                     it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Goblin Trail After the characters defeat the goblins, any inspection of the area reveals that the creatures have been using this place to stage ambushes for some time. A trail hidden behind thickets
                                                
                                            
                                                
                                                     ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
                                                
                                            
                                        





