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Returning 35 results for 'barriers bending diffusing check regards'.
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Spells
Planescape: Adventures in the Multiverse
check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Bigby Presents: Glory of the Giants
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
: the first runic colossus.
A runic colossus stands 30 feet tall. It regards all non-giants as a threat, and unless it has other orders, it attacks such creatures on sight.
The art of crafting a runic
Monsters
Quests from the Infinite Staircase
, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has
Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws
vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
Monsters
Waterdeep: Dungeon of the Mad Mage
an ability check.
Vampire Weaknesses. Zorak has the following flaws:
Forbiddance. Zorak can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Zorak takes 20
saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
Monsters
Vecna: Eve of Ruin
start of his next turn.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Strahd has the following
succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s
Monsters
Waterdeep: Dungeon of the Mad Mage
on ceilings, without needing to make an ability check.
Vampire Weaknesses. Keresta has the following flaws:
Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants
succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
magnificent bridge arcs into the air, stretching high above the trees and over the sea beyond. The span soars without supports, its path bending in serpentine curves that stretch into the distance. The
Intelligence (History) check know the details about skybridges from the “Noteworthy Sites” section at the end of this adventure. Any travelers the characters pass are also happy to share these details.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at each other. A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the wolves allow the character to move throughout the room. If the wolves are
through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
magnificent bridge arcs into the air, stretching high above the trees and over the sea beyond. The span soars without supports, its path bending in serpentine curves that stretch into the distance. The
Intelligence (History) check know the details about skybridges from the “Noteworthy Sites” section at the end of this adventure. Any travelers the characters pass are also happy to share these details.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
magnificent bridge arcs into the air, stretching high above the trees and over the sea beyond. The span soars without supports, its path bending in serpentine curves that stretch into the distance. The
Intelligence (History) check know the details about skybridges from the “Noteworthy Sites” section at the end of this adventure. Any travelers the characters pass are also happy to share these details.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at each other. A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the wolves allow the character to move throughout the room. If the wolves are
through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
20 Wisdom (Perception) check. Sand A search of the sand yields some discarded gear (two iron spikes, an empty wineskin, a tinderbox, and a pair of pants sized for an adult human) and a random trinket
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at each other. A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the wolves allow the character to move throughout the room. If the wolves are
through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
20 Wisdom (Perception) check. Sand A search of the sand yields some discarded gear (two iron spikes, an empty wineskin, a tinderbox, and a pair of pants sized for an adult human) and a random trinket
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
asks the characters if this is true. A character can then make a DC 20 Charisma (Deception) check to convince Strahd they are members or otherwise important to the group. On a successful check, Strahd
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
has AC 19, 40 hit points, resistance to piercing damage, and immunity to poison and psychic damage. A creature can snap a cable as an action with a successful DC 30 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
has AC 19, 40 hit points, resistance to piercing damage, and immunity to poison and psychic damage. A creature can snap a cable as an action with a successful DC 30 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
asks the characters if this is true. A character can then make a DC 20 Charisma (Deception) check to convince Strahd they are members or otherwise important to the group. On a successful check, Strahd
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
asks the characters if this is true. A character can then make a DC 20 Charisma (Deception) check to convince Strahd they are members or otherwise important to the group. On a successful check, Strahd
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
has AC 19, 40 hit points, resistance to piercing damage, and immunity to poison and psychic damage. A creature can snap a cable as an action with a successful DC 30 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
20 Wisdom (Perception) check. Sand A search of the sand yields some discarded gear (two iron spikes, an empty wineskin, a tinderbox, and a pair of pants sized for an adult human) and a random trinket
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
on any of its turns, it must make a DC 10 Dexterity (Acrobatics) check. On a successful check, the creature can keep moving. On a failed check, the creature stops moving to regain its balance and can
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a successful DC 10 Dexterity check. Characters who enter quietly can try to catch the kenku by surprise. If the characters knock before entering or announce their arrival in some other way, the
flee. A successful DC 10 Charisma (Intimidation) check forces captured kenku to divulge what they know. What the Kenku Know When kenku speak, they mimic sounds and voices they have heard before. Under
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a successful DC 10 Dexterity check. Characters who enter quietly can try to catch the kenku by surprise. If the characters knock before entering or announce their arrival in some other way, the
flee. A successful DC 10 Charisma (Intimidation) check forces captured kenku to divulge what they know. What the Kenku Know When kenku speak, they mimic sounds and voices they have heard before. Under






