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Returning 35 results for 'barrier being diffusing checks revert'.
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Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drow ignores movement restrictions caused by webbing.Multiattack. The drow makes two poisonous touch attacks or two bite
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell
Drow Matron Mother
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.
Demon Staff. Melee Weapon Attack: +10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Monsters
Waterdeep: Dungeon of the Mad Mage
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
until the stake is removed.
Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
Monsters
Waterdeep: Dungeon of the Mad Mage
unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach
has disadvantage on attack rolls and ability checks.
Spellcasting. Keresta is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
creatures when viewed from the corner of the eye or through dim light or fog.
Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Your walking speed is 30 feet. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
character must succeed on two DC 14 Dexterity (Acrobatics) checks to safely cross. Characters who are roped together gain no benefit for these checks, but are in a better position to help each other if one
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
character must succeed on two DC 14 Dexterity (Acrobatics) checks to safely cross. Characters who are roped together gain no benefit for these checks, but are in a better position to help each other if one
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
character must succeed on two DC 14 Dexterity (Acrobatics) checks to safely cross. Characters who are roped together gain no benefit for these checks, but are in a better position to help each other if one
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Your walking speed is 30 feet. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Your walking speed is 30 feet. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
characters need him), you might ask for successful Intelligence checks on the Figuring Out Alien Technology table from anyone trying to operate magical technology. It might take one success to operate a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
characters need him), you might ask for successful Intelligence checks on the Figuring Out Alien Technology table from anyone trying to operate magical technology. It might take one success to operate a






