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Returning 35 results for 'before back diffusing contingency replica'.
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Spells
Player’s Handbook
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
Leomund's Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
cubic feet of nonliving material (3 feet by 2 feet by 2 feet).While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied
Magic Items
Acquisitions Incorporated
transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
Secret Satchel
As a rank 3 hoardsperson, your living loot satchel gets an
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replica tridrones and one replica quadrone, whose task is to bring a modron charging station — the two metallic walls — back online. These replica modrons look exactly like their true modron
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replica tridrones and one replica quadrone, whose task is to bring a modron charging station — the two metallic walls — back online. These replica modrons look exactly like their true modron
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replica tridrones and one replica quadrone, whose task is to bring a modron charging station — the two metallic walls — back online. These replica modrons look exactly like their true modron
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ethereal Plane (with the help of a Leomund’s secret chest spell). While holding the replica chest, Mister Witch can use an action to summon the larger chest. He can send the larger chest back to the
roleplaying notes for them. Characters caught snooping around the wagons without an escort are evicted from the carnival and must find a way to sneak or barter their way back in. Witch and Light’s Wagon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ethereal Plane (with the help of a Leomund’s secret chest spell). While holding the replica chest, Mister Witch can use an action to summon the larger chest. He can send the larger chest back to the
roleplaying notes for them. Characters caught snooping around the wagons without an escort are evicted from the carnival and must find a way to sneak or barter their way back in. Witch and Light’s Wagon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ethereal Plane (with the help of a Leomund’s secret chest spell). While holding the replica chest, Mister Witch can use an action to summon the larger chest. He can send the larger chest back to the
roleplaying notes for them. Characters caught snooping around the wagons without an escort are evicted from the carnival and must find a way to sneak or barter their way back in. Witch and Light’s Wagon
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
with another. When we write about the RAI interpretation of a rule, we pull back the curtain and let you know what the D&D team meant when writing that rule. RAF Regardless of what’s on the page or what
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
but not with another. When I write about the RAI interpretation of a rule, I’ll be pulling back the curtain and letting you know what the D&D team meant when we wrote a certain rule. RAF. Regardless of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
with another. When we write about the RAI interpretation of a rule, we pull back the curtain and let you know what the D&D team meant when writing that rule. RAF Regardless of what’s on the page or what
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
but not with another. When I write about the RAI interpretation of a rule, I’ll be pulling back the curtain and letting you know what the D&D team meant when we wrote a certain rule. RAF. Regardless of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
but not with another. When I write about the RAI interpretation of a rule, I’ll be pulling back the curtain and letting you know what the D&D team meant when we wrote a certain rule. RAF. Regardless of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
with another. When we write about the RAI interpretation of a rule, we pull back the curtain and let you know what the D&D team meant when writing that rule. RAF Regardless of what’s on the page or what
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for every contingency. Leave nothing to chance!
2 Every copper wants to be a silver. Each bet is an opportunity.
3 I’m one of Lady Luck’s favored. Anything I try is destined to succeed
I’ll be back at the card table.
d6 Ideal
1 Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2 Fate. Whatever happens is fated, regardless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for every contingency. Leave nothing to chance!
2 Every copper wants to be a silver. Each bet is an opportunity.
3 I’m one of Lady Luck’s favored. Anything I try is destined to succeed
I’ll be back at the card table.
d6 Ideal
1 Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2 Fate. Whatever happens is fated, regardless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for every contingency. Leave nothing to chance!
2 Every copper wants to be a silver. Each bet is an opportunity.
3 I’m one of Lady Luck’s favored. Anything I try is destined to succeed
I’ll be back at the card table.
d6 Ideal
1 Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2 Fate. Whatever happens is fated, regardless
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). 4 Bottle of Witchlight wine. While the bottle is uncorked, it plays calliope music until the bottle is emptied of wine. 5 Replica unicorn horn filled with candy. 6 Single application of magic face
first attempt. Outstare the Cyclops “What do you do when the eye of the cyclops falls upon you? You stare right back if you’ve got the stamina!”
Winning this game requires a participant to outstare an






