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Returning 35 results for 'bead being diffusing checks reappear'.
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Magic Items
Netheril’s Fall
(Athletics) checks for 1 minute.
A bead disappears immediately after it’s plucked. Once all three beads have been plucked, the bracelet loses its magic.
Three small, crystal beads made from a decommissioned mythallar are strung on this leather bracelet. As a Magic action, you can pluck one bead from the bracelet to gain Advantage on Strength
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bracelet to gain Advantage on Strength (Athletics) checks for 1 minute. A bead disappears immediately after it’s plucked. Once all three beads have been plucked, the bracelet loses its magic.
Mythallar Bracelet Wondrous Item, Common Three small, crystal beads made from a decommissioned mythallar are strung on this leather bracelet. As a Magic action, you can pluck one bead from the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bracelet to gain Advantage on Strength (Athletics) checks for 1 minute. A bead disappears immediately after it’s plucked. Once all three beads have been plucked, the bracelet loses its magic.
Mythallar Bracelet Wondrous Item, Common Three small, crystal beads made from a decommissioned mythallar are strung on this leather bracelet. As a Magic action, you can pluck one bead from the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bracelet to gain Advantage on Strength (Athletics) checks for 1 minute. A bead disappears immediately after it’s plucked. Once all three beads have been plucked, the bracelet loses its magic.
Mythallar Bracelet Wondrous Item, Common Three small, crystal beads made from a decommissioned mythallar are strung on this leather bracelet. As a Magic action, you can pluck one bead from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Mystery Mine Propelled by magic, mine carts laden with fairgoers trundle into an opening carved like a dragon’s mouth. The carts reappear moments later on the far side of the attraction, with the
advantage on all Charisma-based ability checks made at the carnival. This effect lasts until the crowning of the Witchlight Monarch (see “Timed Events” toward the end of the chapter). Any character who
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Mystery Mine Propelled by magic, mine carts laden with fairgoers trundle into an opening carved like a dragon’s mouth. The carts reappear moments later on the far side of the attraction, with the
advantage on all Charisma-based ability checks made at the carnival. This effect lasts until the crowning of the Witchlight Monarch (see “Timed Events” toward the end of the chapter). Any character who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Mystery Mine Propelled by magic, mine carts laden with fairgoers trundle into an opening carved like a dragon’s mouth. The carts reappear moments later on the far side of the attraction, with the
advantage on all Charisma-based ability checks made at the carnival. This effect lasts until the crowning of the Witchlight Monarch (see “Timed Events” toward the end of the chapter). Any character who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. After poking through your oatmeal with the blade of her dagger, the gnome lifts it out and shows you an oatmeal-smeared object resembling a tiny bead. She glances over her shoulder toward where cultists
them make DC 15 Intelligence (Investigation) checks. If a check succeeds, tell them they find several small lumps that might be bone slivers, but they might just as easily be oat husks, sawdust, or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation
(Perception). The character finds treasure the bandits missed (see below).
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation
(Perception). The character finds treasure the bandits missed (see below).
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation
(Perception). The character finds treasure the bandits missed (see below).
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a round mirror set into its surface. Ten circular indentations, each about an inch across, surround the mirror.
The door is sealed tight and can’t be opened with ability checks or magic. To open
(2,500 gp) A potion of diminution, a bead of force, and a bronze +1 shield shaped like a screaming devil’s face
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a round mirror set into its surface. Ten circular indentations, each about an inch across, surround the mirror.
The door is sealed tight and can’t be opened with ability checks or magic. To open
(2,500 gp) A potion of diminution, a bead of force, and a bronze +1 shield shaped like a screaming devil’s face
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a round mirror set into its surface. Ten circular indentations, each about an inch across, surround the mirror.
The door is sealed tight and can’t be opened with ability checks or magic. To open
(2,500 gp) A potion of diminution, a bead of force, and a bronze +1 shield shaped like a screaming devil’s face
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
walkways are rotting or missing entirely in many places. The aarakocra don’t need them and have no reason to repair them. To reach the monastery from the ground, a character must make three ability checks
. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
walkways are rotting or missing entirely in many places. The aarakocra don’t need them and have no reason to repair them. To reach the monastery from the ground, a character must make three ability checks
. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
walkways are rotting or missing entirely in many places. The aarakocra don’t need them and have no reason to repair them. To reach the monastery from the ground, a character must make three ability checks
. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
reduced to dust. Unless noted otherwise, a character’s life expectancy is around 100 years. If a character is killed in this way, the multiversal glitch causes them to reappear somewhere out of the other
succeeding on three DC 16 Charisma (Deception) checks. These checks can be made once every 10 minutes during the game. A character doesn’t need to be playing the game to goad the Fiends. Winning the Game. A






