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Returning 35 results for 'before being divining check release'.
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Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
(Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Monsters
Mythic Odysseys of Theros
","rollDamageType":"force"} force damage.Divine Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with
advantage or disadvantage.Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed
Iron Bands of Binding
Legacy
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Rope of Entanglement
Legacy
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Magic Items
Basic Rules (2014)
feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by
the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points
Iron Bands of Bilarro
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Monsters
Acquisitions Incorporated
the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Equipment
’s reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the
target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A
Monsters
Planescape: Adventures in the Multiverse
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
Equipment
the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.To escape, the target must use an action to make a Strength
(Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Equipment
the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger. To escape, the target must use an action to make a Strength (Athletics
) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
board, a tarokka deck, an automatic writing planchette, dowsing rods, a cup for tea leaves, or a device of your own design. Add your proficiency bonus to any ability check you make using this type of divining tool.
Spirit Medium After a fateful experience, you believe you’re aligned with spirits and can serve as a conduit for their insights and goals. You have advantage on any Arcana or Religion check you make
Magic Items
Waterdeep: Dragon Heist
level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot
.)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Oracle Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a
known. Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive divine omens (such as those presented in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a
second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the east to inform its companions in area 7 to release a flood (see the “Flood!” section of area 5). The goblin moves undetected if its Dexterity (Stealth) check exceeds the passive Wisdom
, twenty feet above the floor.
Any character who can see the bridge in area 5 might also notice the goblin guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the goblin’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
be trapped. However, a detect magic spell or similar effect reveals an aura of evocation magic around it. Picking the lock requires a successful DC 22 Dexterity check made using thieves’ tools. This
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
this chapter. Even if the check fails, though, Zariel accepts the offered soul in exchange for all the souls of Elturel. Unless you want to add additional challenges for the characters, the archdevil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
rope as an improvised ranged weapon. Alternatively, a character within reach of a kindori can to try to climb onto its body as an action, doing so with a successful DC 15 Strength (Athletics) check
character mounted on a kindori can try to guide it in a particular direction, doing so with a successful DC 15 Wisdom (Animal Handling) check. This check has advantage if the character has some way to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at each other. A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the wolves allow the character to move throughout the room. If the wolves are
through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
giving its name. Coaxing a hint from a spirit requires a successful DC 15 Charisma (Persuasion or Intimidation) check. Consider hints like “A is the first letter in the alphabet” and “The gemstones, in
order, will help for a spell.” Releasing the Spirits If the characters don’t attempt to remove gems from the room, or if they spend too long deliberating, create a new trigger to release the spirits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a DC 14 Dexterity saving throw or be struck by flying broken blades for 9 (2d8) slashing damage. A character proficient with thieves’ tools can use them to try to safely release the pressure and
render the trap harmless, doing so with a successful DC 20 Dexterity check. If this check fails by 5 or more, the trap flies apart as described above. Treasure. The dead dwarf was an adventuring rogue
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
doors in area 4. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. A DC 12 Intelligence (Investigation) check reveals that the arrows were shot from the north
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check






