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Returning 35 results for 'barrier being diffusing could requires'.
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Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) This trident is an exquisite weapon engraved with images of waves, shells, and sea creatures
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Barrier Tattoo Wondrous item (tattoo), rarity varies (requires attunement) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
imposing wall. Hulking sentries mind the barrier and oversee an open gate into town. As you near the gate-town, your mimir chimes, and its eye sockets flicker like a dying candle flame.
Two
characters find Curst’s townsfolk to be a sour, suspicious lot who are generally uninterested in conversation. Getting terse directions to the gate to Carceri or any of the Curst locations requires a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Celestial Conjuration C, M Level 6 Cleric Spells Spell School Special Blade Barrier Evocation C Create Undead Necromancy M Find the Path Divination C, M Forbiddance Abjuration R, M Harm Necromancy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Scrying Divination C, M Level 6 Cleric Spells Spell School Special Blade Barrier Evocation C Create Undead Necromancy M Find the Path Divination C, M Forbiddance Abjuration R, M Harm Necromancy
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
experiments. Though surprised by visitors, Kwalish listens to the characters and might even be willing to bargain for whatever help they need to complete their quest. In exchange, he requires only a
concerns, and he believes that the secrets of the technology found in the Barrier Peaks hold a vast potential to advance knowledge. If questioned, he proudly details his experiments (including with
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Azuredge Weapon (battleaxe), legendary (requires attunement) Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of
made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force. When you hit a fiend or an undead with the axe, cold blue
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Mighty Servant of Leuk-o Wondrous item, artifact (requires attunement) Mighty Servant of Leuk-o Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically
of unstoppable destruction. Tales of the servant’s origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
. Supply Train The pulverized remains of a military supply train are heaped alongside the trail leading to the fortress.
The wreckage of a supply train forms a 5-foot-high, 25-foot-long barrier
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the duration of Armor of Agathys by gaining more Temporary Hit Points? The spell requires you to have Temporary Hit Points, and they don’t need to be from the spell. How does Barkskin work with
can dispel the barrier created by Globe of Invulnerability, but not any magical effects that are active inside the barrier. If Dispel Magic targets the magical effect from Bless, does it remove the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
by one ogre, and each ogre has strict orders to guard its winch and not leave its tower even if the general alarm sounds. Turning the crank on a winch is an action and requires a successful DC 15
Strength check, and each action spent turning a crank either half-raises or half-lowers the drawbridge or portcullis. (Two actions are required to fully raise or lower either barrier.)
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
by one ogre, and each ogre has strict orders to guard its winch and not leave its tower even if the general alarm sounds. Turning the crank on a winch is an action and requires a successful DC 15
Strength check, and each action spent turning a crank either half-raises or half-lowers the drawbridge or portcullis. (Two actions are required to fully raise or lower either barrier.)
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the “Drop Tubes” section for the relevant levels. Key Card Access. Entering a drop tube requires a
level’s map. Security Mechanism. Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn’t authorized to access. If a creature doesn’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
blocked by a 10-foot-diameter, circular iron grate that Tiny creatures can slip through. Forcing open the grate while fighting off the current requires a successful DC 30 Strength (Athletics) check. 12c
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature is pushed to one side of the barrier or the other (its choice). On a failed save, the creature is pinned under the wall, falls prone, and takes 44 (8d10) bludgeoning damage. A pinned creature is
restrained, can’t stand up, and takes 11 (2d10) bludgeoning damage at the start of each of its turns until it crawls out from under the door or another creature pulls it free, either of which requires an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
. Forcing the gate open requires a successful DC 25 Strength (Athletics) check. The slave pen is lined with straw. It contains a halfling musical quintet that the drow kidnapped just outside the town
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier. If dispel magic targets the magical effect from bless cast by a cleric
creature. Its proximity to a target can allow you to use the Sneak Attack feature or any other feature that requires the presence of an ally. When you dismiss the familiar you conjure with the find
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The
damage and be knocked prone. The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
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
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
key, they can open the doors without consequences. Opening the lock without the key requires a successful DC 17 Dexterity check using thieves’ tools. Any unsuccessful attempt to pick the lock triggers
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
socket causes the orb to go dark. Interior Doors. Each interior door is a fleshy barrier that opens when a creature that has telepathy approaches within 5 feet of it, then quickly closes after the creature
and its companions have moved through it. A door must otherwise be pried or tickled open, which requires an action. The following locations are depicted on the nautiloid deck plans. Locations that
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque (see the Monster Manual) Psi Crystal Wondrous item, uncommon (requires attunement by a creature
(35 degrees Celsius).
Ythryn Mythallar Wondrous item, legendary (requires attunement by a spellcaster)
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
captive for almost a month now. Neither one’s family could raise the ransom demanded by their captors, so both await a terrible death at the orcs’ hands. Opening the cage door requires a successful DC 12
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hearts of all who knew ye.” Lifting a sarcophagus lid requires a successful DC 20 Strength check. Treasure The dry-rotted remains of a smaller coffin sits within each sarcophagus. The gold and silver
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leading down to area Y19j. This barrier was created by a wall of force spell and is maintained by the glowing green crystal set above the doorway (see “Green Crystal” below). As long as this crystal
instructions for activating the obelisk, which requires a staff of power as a power source. The command word to reopen the magic door to area Y19m is “Saldrinar,” which also happens to be the name of a long
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
legs. It turns 180 degrees whenever it hits a barrier, reversing its course. U5. Stonky’s Missing Ring A five-foot-diameter well enclosed by a two-foot-high stone rim stands in the center of this room
they gladly throw away their lives “for Stonky!” Treasure. A thorough search of the room requires 10 minutes and yields four metal gizmos worth 250 gp each. These gizmos serve no function on their own






