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Returning 35 results for 'been barriers diffusing claim requires'.
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Magic Items
Dungeon Master’s Guide
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
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
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
hit with spell attacks):
At will: detect magic, detect thoughts
1/day each: control water, control weather (as an action), dispel magic, plane shift, sending, time stop
Tempest Call (Requires Storm
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
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
. 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.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
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
. 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.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
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
. 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.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
handling owlbears and on keeping owlbears as companions requires a successful DC 12 Wisdom (Animal Handling) check. Have each player note their character’s Exam results—how many Student Dice they
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
handling owlbears and on keeping owlbears as companions requires a successful DC 12 Wisdom (Animal Handling) check. Have each player note their character’s Exam results—how many Student Dice they
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
handling owlbears and on keeping owlbears as companions requires a successful DC 12 Wisdom (Animal Handling) check. Have each player note their character’s Exam results—how many Student Dice they
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
of death. What equipment and treasures the characters claim during their escape depend on how much of the outpost they are able to explore before fleeing. For some characters, it might be a fun
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
of death. What equipment and treasures the characters claim during their escape depend on how much of the outpost they are able to explore before fleeing. For some characters, it might be a fun
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge. Characters don’t typically find artifacts in the normal course of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge. Characters don’t typically find artifacts in the normal course of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge. Characters don’t typically find artifacts in the normal course of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
of death. What equipment and treasures the characters claim during their escape depend on how much of the outpost they are able to explore before fleeing. For some characters, it might be a fun
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
scrolls: two scrolls of protection (fire elementals) and one scroll of protection (earth elementals). Characters who claim these scrolls can use them to move safely past the elementals. With only one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
scrolls: two scrolls of protection (fire elementals) and one scroll of protection (earth elementals). Characters who claim these scrolls can use them to move safely past the elementals. With only one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
scrolls: two scrolls of protection (fire elementals) and one scroll of protection (earth elementals). Characters who claim these scrolls can use them to move safely past the elementals. With only one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
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 doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
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 doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Components A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M
requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Components A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M
requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
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 doors, barricades, and other barriers. If you press button 6, the






