spell_description | Wikitext | | Choose one creature type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead. Alternatively, choose two races of humanoid.
Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Darklands.
Up to 7 creatures in range gain a +2 bonus on Charisma (?'"`UNIQ--templatestyles-00000216-QINU`"'?DeceptionYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.), Wisdom (?'"`UNIQ--templatestyles-00000218-QINU`"'?InsightYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.), Wisdom (?'"`UNIQ--templatestyles-00000219-QINU`"'?PerceptionYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.), and Wisdom (?'"`UNIQ--templatestyles-0000021A-QINU`"'?SurvivalThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) checks attempted against creatures of the selected type(s), and a +2 bonus on attack rolls and damage rolls made against creatures of the chosen type(s). Furthermore, they gain advantage on initiative, Wisdom (?'"`UNIQ--templatestyles-00000219-QINU`"'?PerceptionYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.), Dexterity (?'"`UNIQ--templatestyles-0000021B-QINU`"'?StealthMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.), and Wisdom (?'"`UNIQ--templatestyles-0000021A-QINU`"'?SurvivalThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) checks while they are within the chosen terrain type.
Rangers treat this as a 3rd level spell, instead of 5th level.
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