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Returning 35 results for 'bead being down can reverses'.
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Spells
Player’s Handbook
makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
Magic Items
Dungeon Master’s Guide
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1d20
Bead
Spell
1–6
Bead of
Magic Items
Dungeon Master’s Guide
This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level
3 Fireball (save DC 15).
You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
Magic Items
Dungeon Master’s Guide
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent
Spells
Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward
and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in
Magic Items
Netheril’s Fall
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
(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.
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
Necklace of Prayer Beads
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace
Necklace of Fireballs
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level
fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead
explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent
Monsters
Phandelver and Below: The Shattered Obelisk
Amphibious. Lowarnizel can breathe both air and water.Multiattack. Lowarnizel makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. Lowarnizel creates a shining bead of gravitational force, then releases the energy in a 30-foot cone. Each creature
Reverse Gravity
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward
and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a
Monsters
Strixhaven: A Curriculum of Chaos
":"Gravity Shift"}. The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling
Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
Magic Items
Acquisitions Incorporated
long rest.
Bead of Instant Karma
At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can
target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be
wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
", "rollDamageType":"force"} force damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its
trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bead of Force Wondrous item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its
trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bead of Force Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to
throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Necklace of Fireballs Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its
trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necklace of Fireballs Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its
trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
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
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bead of Force Wondrous item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tunnel A secret trapdoor in the floor opens to an access tunnel leading to area 5. It can be found with a successful DC 12 Wisdom (Perception) check. Manipulating Time Having a mechanical guide spend 1
charge in this area causes the guards to change shifts, leaving for the barracks (area 6). Spending 2 charges reverses time and causes them to instead head into the temple complex to search for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bead of Force Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to
throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force






