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Returning 35 results for 'measured skill with openly are from for later'.
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Magic Items
Lost Laboratory of Kwalish
), whichever comes later in the adventure.
Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Parrying Dagger, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Military Fork, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Changeling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever
focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
Personas
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Sickle, you must take the Advanced
hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Catchpole, you must take the Advanced Weapon Proficiency
Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Gladiator Net, you must take the Advanced Weapon
an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Hook, you must take the Advanced Weapon
with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Paladin The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice.
— Isteval
A
paladin is a living embodiment of an oath — a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins
Backgrounds
Curse of Strahd: Character Options
toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Skill Proficiencies: Choose two from among Arcana, Investigation
cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
Backgrounds
Baldur’s Gate: Descent into Avernus
It’s said that every faith in the world has a believer in Baldur’s Gate. Not only are most established faiths tolerated — even if some of them, including most of the openly evil
, or even an occult group that served a fiendish master that you now deny.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or
(though you can choose to do so), and it might enhance your status in the faction. Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Skill Proficiencies Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions
Backgrounds
Sword Coast Adventurer's Guide
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
in your faction (though you can choose to do so), and it might enhance your status in the faction.
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an
individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Skill Proficiencies Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see "Actions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
long con, devils make genuinely good deals with mortals to buy appreciation and trust that can be leveraged during more consequential dealings later on. Civility. Devils like to pretend that they run
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an
individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in this chapter for more information about skill and tool proficiencies. Difficulty Class The Difficulty Class of an
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in this chapter for more information about skill and tool proficiencies. Difficulty Class The Difficulty Class of an
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
strength measured in fields and pastures. It prospered for a time but was plagued by trolls and giants. The dwarves were obliged to build a stronghold underground, carving out the fortress-city of Tyar
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
elusive clues and reveal what others would keep hidden in the shadows. Skill Proficiencies: Choose two from among Insight, Investigation, or Perception Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table later in this chapter), a set of common clothes, and 10 gp
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on
one skill of your choice for the duration of the adventure. Otherwise, this card has no effect. Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
more openly and aggressively. The Harpers measure success in the value and quantity of intelligence gained by a course of action, as well as how that knowledge can be used to leverage an enemy into
Backgrounds
Baldur’s Gate: Descent into Avernus
their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool
for one last chance to win back the goodwill you’ve drunk away.
5
You once defeated a raging bugbear with a hand mirror, a mounted deer’s head, and two kicks to the groin. Later, you
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
more openly and aggressively. The Harpers measure success in the value and quantity of intelligence gained by a course of action, as well as how that knowledge can be used to leverage an enemy into
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
more openly and aggressively. The Harpers measure success in the value and quantity of intelligence gained by a course of action, as well as how that knowledge can be used to leverage an enemy into
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in this chapter. Circumstantial Bonuses and Penalties. A class feature, a
throws, and attack rolls. They follow these steps: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in this chapter), you roll two d20s, but you use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in this chapter. Circumstantial Bonuses and Penalties. A class feature, a
throws, and attack rolls. They follow these steps: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in this chapter), you roll two d20s, but you use
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Pursuit Level The closeness of the drow pursuit is measured by a pursuit level. It begins at 4, with the drow not far behind the characters. If the pursuit level reaches 5, the drow forward scouts
went. If you choose to skip over a few days of travel (as described under “Summarizing Travel” later in this chapter), the pursuit level doesn’t change during that time. Catching Up When the pursuit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. Skill Proficiencies: Choose two from among Arcana, Investigation
significance (choose one or roll on the Horror Trinkets table later in this chapter), a set of common clothes, and 1 sp.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to sneak up on you in the library. Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl. Owlin Traits You
wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Silent Feathers. You have proficiency in the Stealth skill.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
drawbridge over Feathergale Moat and to the keep’s main entrance (area S2). Characters who approach along the floor of the canyon (the Sighing Valley, described later in this chapter) can scale the stone
. They are likely to know of the characters’ approach long before the party arrives. The knights’ reaction depends on how the party chooses to enter the spire. Peaceful visitors who approach openly are welcome. Those who sneak in or assault the spire meet the full defenses of the keep.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Coins in exchange for access to Dragon’s Pride. Cheating in the Red Belvedere
Cheating by magical means is nearly impossible within the casino. Magical effects that enhance personal skill, such as
later in this chapter for more information about this option. Lars Grant-west Rezran “Snake Eyes” Agrodro, Khai Kiroth, and Nyssa Otellion Nyssa Otellion Master of the Cerulean Hall A stoic and haughty






