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Returning 35 results for 'been button diffusing courted reach'.
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Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"slashing
and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.
A typical champion bears a coat of arms, heraldry that
Monsters
Mordenkainen's Fiendish Folio Volume 1
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing
"} slashing damage.
Gore. Melee weapon attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Gore"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
47. Elemental Cells To reach Shagambi’s tomb (area 48), the adventurers must pass through four cells thematically linked to fire, water, air, and earth. Unless the characters destroyed him, Withers
existence of a pit trap. Trap. The falling sand fills the room at a rate of 6 inches per round, turning the floor into difficult terrain after 1 round. Any character who can reach the ceiling can use an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
47. Elemental Cells To reach Shagambi’s tomb (area 48), the adventurers must pass through four cells thematically linked to fire, water, air, and earth. Unless the characters destroyed him, Withers
existence of a pit trap. Trap. The falling sand fills the room at a rate of 6 inches per round, turning the floor into difficult terrain after 1 round. Any character who can reach the ceiling can use an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
47. Elemental Cells To reach Shagambi’s tomb (area 48), the adventurers must pass through four cells thematically linked to fire, water, air, and earth. Unless the characters destroyed him, Withers
existence of a pit trap. Trap. The falling sand fills the room at a rate of 6 inches per round, turning the floor into difficult terrain after 1 round. Any character who can reach the ceiling can use an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading
Multiattack. The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enclosed Lift If the characters follow Vishtai’s directions, they find a lift with an enclosed car that Daask uses to reach the ruins of Old Sharn. Anyone wishing to use the lift must open a hidden
panel and hot-wire it. An “out of order” sign hangs above a nearby button which opens the lift’s doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading
Multiattack. The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading
Multiattack. The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enclosed Lift If the characters follow Vishtai’s directions, they find a lift with an enclosed car that Daask uses to reach the ruins of Old Sharn. Anyone wishing to use the lift must open a hidden
panel and hot-wire it. An “out of order” sign hangs above a nearby button which opens the lift’s doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors






