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Returning 35 results for 'realizes from can'.
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Spells
Player’s Handbook
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or
other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a
monsters
their Rapier. In place of their Rapier attack, Jafaki can use Spellcasting to cast Eldritch Blast.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite
. Failure: The target can’t take Bonus Actions or Reactions until the end of their next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Mind Fog"} to determine
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object
.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
is touched, and it clears a minute later. A detect magic spell reveals the shard emanates an aura of enchantment magic. A character who succeeds on a DC 20 Intelligence (Arcana) check realizes the
immediately but pretends not to. He hasn’t decided whether he wants it to aid his people or for his own studies. A character who succeeds on a DC 17 Wisdom (Insight) check realizes Dalamar recognizes the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Even in Sleep (Exploration) An instinctive sense for danger protects you at all times. While you have the Unconscious condition while asleep, you are aware of your surroundings and can make
creature that is simply capable of harming you does not trigger this trait until it has intent to do so. For example, a wild animal might approach you cautiously, then decide to attack only when it realizes you are sleeping.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
is touched, and it clears a minute later. A detect magic spell reveals the shard emanates an aura of enchantment magic. A character who succeeds on a DC 20 Intelligence (Arcana) check realizes the
immediately but pretends not to. He hasn’t decided whether he wants it to aid his people or for his own studies. A character who succeeds on a DC 17 Wisdom (Insight) check realizes Dalamar recognizes the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion If the characters return the diadem to Goldenbeard, he offers them lifetime membership in the Silver Fingers Society. He also promises them a personal favor they can redeem next time they
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion If the characters return the diadem to Goldenbeard, he offers them lifetime membership in the Silver Fingers Society. He also promises them a personal favor they can redeem next time they
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cook, a grumpy human called Gristle Pete, kicks everyone out so he can unroll his mattress and blankets and get some sleep. If characters listen carefully to Gristle Pete’s mutterings as he works
pressed, he realizes that the sounds happen a few nights after a new load gets dropped off. Now ain’t that some oddball rat behavior?
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cook, a grumpy human called Gristle Pete, kicks everyone out so he can unroll his mattress and blankets and get some sleep. If characters listen carefully to Gristle Pete’s mutterings as he works
pressed, he realizes that the sounds happen a few nights after a new load gets dropped off. Now ain’t that some oddball rat behavior?
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that
is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that
is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
10 Wisdom (Insight) check realizes Kasem is hiding something. If the characters confront Kasem with multiple accounts or pieces of evidence, they can coax a confession from him (see the following
him. Convincing Kasem to Confess The characters can convince Kasem to confess by presenting all three of the following rumors to Kasem—or presenting two and succeeding on a DC 12 Charisma
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that
is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon
that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon
that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Intelligence (Nature) check determines that the substance is a type of living crystal. No astral blights congregate near the crystalline vine, which means the characters can approach and study it
without being attacked. The vine is warm to the touch and pulses with light. Any character who succeeds on a DC 15 Intelligence (Arcana) check realizes that the vine’s roots extend deep into the earth and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
bend, smoke rises through the trees and shouts ring out. An overturned wagon lies in the road, and through the smoke you can see people being attacked by serpentine creatures wreathed in flame.
Two
the characters defend the travelers, the Elemental creatures focus their attacks on the newcomers. The area within 25 feet of the overturned wagon is obscured by smoke, which can be dispersed by a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
10 Wisdom (Insight) check realizes Kasem is hiding something. If the characters confront Kasem with multiple accounts or pieces of evidence, they can coax a confession from him (see the following
him. Convincing Kasem to Confess The characters can convince Kasem to confess by presenting all three of the following rumors to Kasem—or presenting two and succeeding on a DC 12 Charisma
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
bend, smoke rises through the trees and shouts ring out. An overturned wagon lies in the road, and through the smoke you can see people being attacked by serpentine creatures wreathed in flame.
Two
the characters defend the travelers, the Elemental creatures focus their attacks on the newcomers. The area within 25 feet of the overturned wagon is obscured by smoke, which can be dispersed by a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
worm nursery by scaling down the rock wall here shortly after the adventurers arrive (see “Dark Hunters,” below). Characters can also leave the nursery and return to the Wormwrithings via this route
. HANNE'S HELP
Educated by her mother, Hanne Hallen (see “Voice in the Dark”) knows quite a bit about purple worms. If she’s traveling with the characters, she realizes that they are in a worm nursery
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Intelligence (Investigation) check realizes that they are fakes made of polished stone. 12d. Dragon Hatchery Lava Pool. The entire floor is a 1-foot-deep pool of lava. The lava is created magically but
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
studies the runes and succeeds on a DC 15 Intelligence (Investigation) check realizes their rotation marks out repeating 12-hour cycles, allowing visitors to keep time with the Material Plane worlds
can use an action to manipulate sliding portions of the disk and designate a destination platform. If the creature succeeds on a DC 20 Intelligence (Arcana) check, the disk flies at a speed of 60
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Intelligence (Nature) check determines that the substance is a type of living crystal. No astral blights congregate near the crystalline vine, which means the characters can approach and study it
without being attacked. The vine is warm to the touch and pulses with light. Any character who succeeds on a DC 15 Intelligence (Arcana) check realizes that the vine’s roots extend deep into the earth and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
studies the runes and succeeds on a DC 15 Intelligence (Investigation) check realizes their rotation marks out repeating 12-hour cycles, allowing visitors to keep time with the Material Plane worlds
can use an action to manipulate sliding portions of the disk and designate a destination platform. If the creature succeeds on a DC 20 Intelligence (Arcana) check, the disk flies at a speed of 60
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Kianna’s Story After the soul shaker is destroyed, Kianna collapses into unconsciousness. A character who examines her and succeeds on a successful DC 14 Wisdom (Medicine) check can tell Kianna is
character who succeeds on a DC 18 Wisdom (Insight or Medicine) check recognizes Kianna is no longer suffering any supernatural effects, but the character also suspects her experiences might have affected her more deeply than she realizes.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—and there’s someone I need you to meet.”
Before the characters can go with Nimuel, the character who has the highest passive Wisdom (Perception) score notices something moving amid the debris. A
character who investigates realizes someone’s trapped in the rubble. Clearing the rubble safely requires a character to make a DC 14 Strength (Athletics) check. On a failed check, they find one of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—and there’s someone I need you to meet.”
Before the characters can go with Nimuel, the character who has the highest passive Wisdom (Perception) score notices something moving amid the debris. A
character who investigates realizes someone’s trapped in the rubble. Clearing the rubble safely requires a character to make a DC 14 Strength (Athletics) check. On a failed check, they find one of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
worm nursery by scaling down the rock wall here shortly after the adventurers arrive (see “Dark Hunters,” below). Characters can also leave the nursery and return to the Wormwrithings via this route
. HANNE'S HELP
Educated by her mother, Hanne Hallen (see “Voice in the Dark”) knows quite a bit about purple worms. If she’s traveling with the characters, she realizes that they are in a worm nursery
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, home to a pair of kenku junk scavengers named Chukka and Clonk, whom Lulu thinks can provide assistance. Mad Maggie, the night hag who runs the fort, oversees the construction and repair of infernal war
machines. If the characters agree to make a deal with the night hag, they can acquire one or more of these vehicles. Mad Maggie can also help Lulu unlock some of her forgotten memories. From Fort