Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'noses conceal rules pdf'.
Other Suggestions:
names concept rules pdf
names concern rules pdf
names concert rules pdf
names conceal rules pdf
names concealed rules pdf
races
Mordenkainen Presents: Monsters of the Multiverse
, pointed ears and noses that turn bright red or blue during displays of emotion.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
find the Cargo Deck filled with thick smoke. Rules for the smoke are as follows: Smoke Inhalation. Any creature that needs to breathe must make a DC 10 Constitution saving throw whenever it starts its
around their noses and mouths, giving them advantage on saving throws to resist the effect of smoke inhalation. If Wizpop is present, the traumatized autognome watches the scene unfold but takes no
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
find the Cargo Deck filled with thick smoke. Rules for the smoke are as follows: Smoke Inhalation. Any creature that needs to breathe must make a DC 10 Constitution saving throw whenever it starts its
around their noses and mouths, giving them advantage on saving throws to resist the effect of smoke inhalation. If Wizpop is present, the traumatized autognome watches the scene unfold but takes no
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Arcturia fused them together into a single creature by using magic that only a wish spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has
inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster’s magic gates (see “Gates”). The rules of the gate are as follows: Any creature that touches
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are
. BLOODY BLUE NOSES
Hobgoblins are sometimes born with bright red or blue noses. This attribute is thought to be a sign of potency and potential. Blue- and red-nosed hobgoblins receive preferential
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Arcturia fused them together into a single creature by using magic that only a wish spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has
inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster’s magic gates (see “Gates”). The rules of the gate are as follows: Any creature that touches
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are
. BLOODY BLUE NOSES
Hobgoblins are sometimes born with bright red or blue noses. This attribute is thought to be a sign of potency and potential. Blue- and red-nosed hobgoblins receive preferential
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
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
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
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
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
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
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
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. Most goblins
. You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. Fey Curse. The elves remember when the fomorians were among the most handsome of races
eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them.
The greed and evil of the fomorians lies at the heart of their degeneration and fall, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. Fey Curse. The elves remember when the fomorians were among the most handsome of races
eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them.
The greed and evil of the fomorians lies at the heart of their degeneration and fall, and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. Most goblins
. You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days at least. Layers 45–47: Azzagrat The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules over the realm of
passageways and cocoonlike chambers. Structures, ships, and other objects are caught in the webbing. The webs conceal random portals that snare objects from demiplanes and Material Plane worlds that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days at least. Layers 45–47: Azzagrat The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules over the realm of
passageways and cocoonlike chambers. Structures, ships, and other objects are caught in the webbing. The webs conceal random portals that snare objects from demiplanes and Material Plane worlds that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free. Rules for detecting, disabling, and escaping the trap are as
den (cave G). Cultists later animated Zurf’s half-eaten corpse, which now guards the cultists’ lair (cave K). Oggdug now shuns both caves. Treasure. The filthy bearskins conceal a pile of equine bones
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free. Rules for detecting, disabling, and escaping the trap are as
den (cave G). Cultists later animated Zurf’s half-eaten corpse, which now guards the cultists’ lair (cave K). Oggdug now shuns both caves. Treasure. The filthy bearskins conceal a pile of equine bones
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
commonly cough up flies or wipe ichor from their dribbling noses. Undead Townsfolk. Dead townsfolk periodically return as skeletons, zombies, and revenants. Noteworthy Sites Plague-Mort is a bleak
town of cobblestone streets and simple buildings clustered around a colorless hill. Cursed farmlands lie beyond the town. Blightsteel Keep The archlector rules from an unyielding steel fortress on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
journey otherwise works the same as described in the rest of the “Travel” section.
Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
commonly cough up flies or wipe ichor from their dribbling noses. Undead Townsfolk. Dead townsfolk periodically return as skeletons, zombies, and revenants. Noteworthy Sites Plague-Mort is a bleak
town of cobblestone streets and simple buildings clustered around a colorless hill. Cursed farmlands lie beyond the town. Blightsteel Keep The archlector rules from an unyielding steel fortress on a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Bobby Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength—with either a weapon