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Returning 35 results for 'before been descent comes requires'.
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Equipment
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
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.
Manacles
Legacy
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Equipment
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of
manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Monsters
Spelljammer: Adventures in Space
damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Uncanny Dodge. The
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to
Monsters
Spelljammer: Adventures in Space
","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 16 (2d12 + 3);{"diceNotation":"2d12+3","rollType":"damage","rollAction":"Musket","rollDamageType":"piercing"} piercing damage.Safe Descent
ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the
Blue Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional
Draconic Bloodline
Legacy
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Classes
Basic Rules (2014)
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType
longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning
Red Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Kyuss requires no air, food, drink, or sleep.Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 5: Escape from Avernus All adventures must end, but the best ones end with a bang. The climax of Baldur’s Gate: Descent into Avernus comes when the characters try to redeem Zariel, save
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16. Ice Pillars Pillars of ice jut from the floor in this area. Climbing an ice pillar more than 8 feet tall requires a climber’s kit and a successful DC 15 Strength (Athletics) check. A creature
Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
16. Ice Pillars Pillars of ice jut from the floor in this area. Climbing an ice pillar more than 8 feet tall requires a climber’s kit and a successful DC 15 Strength (Athletics) check. A creature
Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
— the Tarms (longtime Waterdavians) and the Phaulkons (who are of Cormyrean descent). They spend most of the year traveling abroad and entrust the estate to a half-elf groundskeeper named Melannor
the Shard Shunners. Emerald Enclave support comes in these ways: Enclave members share information they’ve gathered from magical conversations with animals in the city. Melannor Fellbranch (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
which Otto the faerie dragon comes and goes from the castle. The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check. Tiny letters
open with a crowbar or similar tool. Prying the trapdoor open requires a successful DC 18 Strength (Athletics) check.
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over the tunnel entrance. Any character in the tunnel must decide whether to stay or to flee, which requires a successful DC 10 Strength (Athletics) check. Characters who stay or who fail the check
the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) check. The weight of the block makes it impossible to hinder its descent. Any character who examines the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Spells I am less guarded with my spells than I am with my recipes. Magic shared is soon improved. But when it comes to my pudding, well, you can’t fix perfect.
-Fizban
This section contains new
the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it. Spells Level Spell School Conc. Ritual Class
2nd
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
25 feet high. Ceilings of small caverns are 30 to 40 feet high, and those of the large caves 45 to 60 feet. Illumination. Light in this area comes from torches and from cressets that are actually
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system. Resources. Relaxation requires one week. A character needs to maintain at least a modest
duration. Complications. Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Targets A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of
to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
State of the Ship After several days at sea, Soul of Winter comes in sight of the looming, shattered hulk of the derelict Emperor of the Waves. Wolgar Windrune brings Soul of Winter within 500 feet
algae-slick hull of the ship without a rope requires a successful DC 10 Strength (Athletics) check. There are no portholes or large openings in the hull of the ship, making the main deck or quarterdeck






