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Returning 28 results for 'some of rules discern variants'.
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some of rules discern variant
Deep Dragon Wyrmling
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Monsters
Fizban's Treasury of Dragons
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Ideal
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
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
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
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->D&D Beyond Basic Rules
you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the
chapter. Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the
chapter. Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn’t fit your campaign, consider the following variants. Epic Heroism This variant uses a short rest
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
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Dungeon Master’s Tools The Dungeon Master employs many tools when preparing and running a D&D campaign. As a DM, your tools include your imagination, your ability to discern what entertains your
players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the game’s rules, and more. This chapter adds to your toolbox with guidance and optional rules for a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
variants of the monsters discussed in chapter 1. This chapter is a continuation of the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the
introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits — information that isn’t repeated here. As with the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Social Niceties Once inside the Grand Masquerade, the characters must observe a host of unwritten rules of etiquette and act like they know exactly what they’re doing at all times. Other guests make
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
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
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a person’s mood and intentions. Intimidation
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
cave, it hides behind one of the large stone columns and watches them, attempting to use its Weird Insight (see the creature’s stat block) to discern the characters’ secrets. The nothic communicates
rigged to collapse when a creature weighing more than 50 pounds moves across it. A character next to the bridge can discern that the construction is faulty with a successful DC 15 Intelligence
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
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a person’s mood and intentions. Intimidation
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->Van Richten’s Guide to Ravenloft
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Encounter 2: Grave Concerns The characters need to successfully discern which graves hold the four living victims. Checking Graves Tell the players that none of the graves show obvious signs of
wereraven, give them the Wereraven handout (see below). They can continue to play their character using the provided rules. Only one character per group can be cursed with lycanthropy. Characters in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and assist the deck’s owners. They make sure the owners understand the rules of drawing cards, the wide range of possible effects, and the dangers of keeping a Deck of Many Things long enough to draw
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small
. 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->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
through it. As a Study action, a character can make a DC 15 Intelligence (Investigation) check to discern the wall’s true nature. On a successful check, the character recognizes the wall is a magical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Treasure. A character who searches the area and succeeds on a DC 14
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
Etiquette. The rules in the archfey’s domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains of this tome except ashes and a badly burned spine, upon which characters can discern the letters ETHER. It’s obvious that these letters were part of a much longer title, which happens to be
character who helped lay Macreadus’s spirit to rest gains a blessing of the Morninglord (described below). For rules on blessings, see “Supernatural Gifts” in the Dungeon Master’s Guide. Blessing of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
choice from the skills available to Fighters at level 1. Level 7: Know Your Enemy As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself
Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight. Cantrips. You know two
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
, except for one thighbone. If the characters disturb Saint Markovia’s remains, add: A ghostly form appears above the dust, so faint that you can barely discern more than part of a face. From this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for the rules of conduct (see “Rules of Conduct” in chapter 2). Dubhforgail assumes the characters are Kelek’s minions and demands that they bring her the cake that Kelek promised her (“Eight tiers
a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
drunken guest. Only Guildmaster Dusk knows Jaymont’s true nature. The doppelganger pretends to be asleep, but a character can discern that it’s awake with a successful DC 15 Wisdom (Insight) check
. Thieves’ Test. The door leading to area G29 is unlocked and has the following note (handwritten in Common) tacked to it: Here are the rules. Look for keys and keyholes. Watch out for my pets. Follow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
powers the juggernauts in area T14. A character who examines the triangular stone and succeeds on a DC 17 Intelligence (Arcana) check can decipher its runes and discern its purpose. Destroying the
Secrets rules in this book’s introduction. False Treasures. The items on the pedestals are false re-creations of treasures that can be found throughout the complex. A creature that touches one of these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
while Xanathar watchessilently. Rules for running a tournament are described at the end of this chapter (see “Blood and Fortune”). If a character joins the tournament and wins, or defeats its
magical lights in this room have been dispelled, rendering the chamber dark. Characters who have a light source or darkvision can discern the following features: The room has been converted into a maze