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Returning 12 results for 'before basic divining container reappear'.
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before basic divinity contained reappear
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the region. Use these to enhance your descriptions or handle situations where rules like lighting or terrain are relevant.
The rules glossary in the D&D Beyond Basic Rules defines any capitalized
, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
Game Trail
You spot a regal elk on the trail beside a dense thicket. Startled by your
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->Player's Handbook (2014)
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing
50 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram
rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Poison, Basic. You can use the poison in this vial
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb. Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Quiver 1 gp 1 lb. Ram, portable 4 gp 35 lb. Rations (1 day) 5 sp 2 lb
oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Poison, Basic. You can use the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Magnifying Glass — 100 GP Manacles 6 lb. 2 GP Map — 1 GP Mirror 1/2 lb. 5 GP Net 3 lb. 1 GP Oil 1 lb. 1 SP Paper — 2 SP Parchment — 1 SP Perfume — 5 GP Poison, Basic — 100 GP Pole 7 lb. 5 CP Pot
after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself. Poison, Basic (100 GP) As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirror 1/2 lb. 5 GP Net 3 lb. 1 GP Oil 1 lb. 1 SP Paper — 2 SP Parchment — 1 SP Perfume — 5 GP Poison, Basic — 100 GP Pole 7 lb. 5 CP Pot, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP
Humanoid within 5 feet of yourself. Poison, Basic (100 GP) As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
–60
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15
realities. At the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
the end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
end of the hour, the creature takes an additional 36 (8d8) Psychic damage as they are flung back to a basic understanding of life, the universe, and probability.






