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Returning 14 results for 'some of rule discern variants'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20) Gaming Set (Varies) Ability: Wisdom Weight: — Utilize: Discern whether someone is
cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP) Herbalism Kit (5 GP) Ability: Intelligence Weight: 3 lb. Utilize
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20) Gaming Set (Varies) Ability: Wisdom Weight: — Utilize: Discern whether someone is
cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP) Herbalism Kit (5 GP) Ability: Intelligence Weight: 3 lb. Utilize
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magic items. The options in this chapter relate to many different parts of the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different genre, style
of play, or both. Consider trying no more than one or two of the options at a time so that you can clearly assess their effects on your campaign before adding other options. Before you add a new rule
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the following variants. Choose whichever one best suits your campaign. Ability Check Proficiency With this variant rule, characters don’t have skill proficiencies. Instead, each character has
Skill Variants A skill dictates the circumstances under which a character can add his or her proficiency bonus to an ability check. Skills define those circumstances by referring to different aspects
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Initiative Variants This section offers different ways to handle initiative. Initiative Score With this optional rule, creature don’t roll initiative at the start of combat. Instead, each creature
remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule. Under this variant, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature hasn’t observed the rocking horse move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the rocking horse is animate.
Flying Mount. The rocking
, Elidon intends to honor the rule of reciprocity (see “Rules of Conduct” in chapter 2) and offers to use his magic to aid the characters in the following ways before parting company with them: He can use
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
break this rule if they discern that a deck’s owner plans to use it for an evil or destructive purpose. In particular, they oppose the efforts of the Heralds of the Comet (described in chapter 12
organization seeks Asteria across the multiverse. Prevent the Deck’s Misuse. As a rule, knights of the Solar Bastion don’t use force to wrest Decks of Many Things from those who possess them. However, they may
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate.
Actions
or what has become of Prismeer or its archfey ruler; it thinks the domain is still thriving under Zybilna’s rule.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
overstuffed chair near the fire. You can’t discern a gender, because only the person’s head emerges from under a heavy blanket draped over the chair, and an embroidered hood and silver mask conceal the
merchant princes who rule the city.” Syndra has misgivings about sending inexperienced adventurers on so dangerous a quest, but she isn’t taking any chances. She fails to mention that other, more
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
and when you expect the adventurers to encounter your archfey. The archfey might infiltrate the party using illusion magic or spy on the characters from afar to discern their intentions before
is obsessed with finding marvelous new creatures to add to its collection. 7 Rule of Three. The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
marble surface find the following inscription engraved on it in the Elvish script: “I rule by the verdict of my heart and the slam of my fist.” Striking the table with a clenched fist causes it to emit a
characters parley with Kelek, he sneers that the palace is now his to rule, though any mention of the Hourglass Coven or the jabberwock causes a flush of dread to pass over Kelek’s face. Throughout any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guildmaster’s ideals, bonds, and flaws are included. As a general rule, a guildmaster’s personal agenda is in line with the guild’s goals described in chapter 2, so the guild entries there provide
. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future.
Precognitive Mage
Medium humanoid (any race), lawful neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
animals housed here is difficult to discern. Ten shell sharks (see appendix C) swim through the water in this room. They are always hungry, and they attack creatures that enter the room other than
monster lives in the temple. Two four-armed sahuagin rule this fortress. The bulk of the sahuagin forces are on the fortress’s lowest level. If the party frees Shern by returning it to the ocean, it