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Returning 35 results for 'before blade diffusing check repelling'.
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Equipment
A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom
(Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Blade"} to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void.
Leeching Blade
. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Leeching Blade"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage
Monsters
The Book of Many Things
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
", "rollAction":"Blazing Morningstar", "rollDamageType":"fire"} fire damage.
Blade Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blade Storm"}. The champion
Monsters
Locathah Rising
can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
(1/Day). The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Wisdom (Survival) check on behalf of the group each time the characters travel. On a failed check, double the number of hours the party must travel to reach their destination. Dangers There is no safe
food to forage in the Mournland, and monsters are everywhere. If the party lingers too long between locations, introduce random encounters with creatures such as blazebears (see appendix A) or blade scouting parties (see the “Blade Scouting Party” section later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of the forces of the Nine Hells are grouped into three types of legions that each play a role in repelling the invading demons. Incompetent or weak devils fill out the dreg legions, composed mainly of
Shield Legions. Moment of Silence, Welcome to the Hells, Pleased to Meet You, Front toward Enemy, End of the Line
Sword Legions. Flawless Execution, Damned Good, The Hanging Blade, Inevitable Outcome, A Taste for Carnage
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
. This requires a successful DC 10 Dexterity (Stealth) check. If three or more characters fail the check, the bats are alarmed by the noise, drop from the ceiling, and fly through the cavern in a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
. This requires a successful DC 10 group Dexterity (Stealth) check. If more characters fail the check than succeed, the bats are alarmed by the noise, drop from the ceiling, and fly through the cavern
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Luck Blade Weapon (any sword), legendary (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus
to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Luck Blade Weapon (any sword), legendary (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus
to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell slot. Devil’s Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. Devouring Blade Prerequisite: Level 12
+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell slot. Devil’s Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. Devouring Blade Prerequisite: Level 12
+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Shadow Blade. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3) Necrotic damage. Hit or Miss: The
blade magically returns to the kenku’s hand immediately after a ranged attack.
Bonus Actions
Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).
Aaron Miller
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
property of her mistress, Ilvara (see “Signs of Pursuit” in the “Blade Bazaar” section). The Stone Guards arrest the characters and take them to Overlake Hold, pending negotiations with the drow. At
this point, they also meet Captain Errde Blackskull. Droki (see “Droki” in the “Blade Bazaar” section) accidentally bumps into the patrol, creating a distraction that allows the characters to escape. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Hall of Death Characters entering this hall for the first time feel as though they’ve crossed a planar threshold of some kind, but a successful DC 20 Intelligence (Arcana) check is needed to
Conjures memories of his departed friend: Upon sunlight’s blade, he met his end. Dragon’s Vision In this vision, the character is engaged in hand-to-hand combat with a man wearing a mithral chain shirt
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. Master Duelist Beginning at 17th level, your mastery of the blade lets you
Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. Master Duelist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If
Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). Mask of Many Faces You can cast disguise
on yourself at will, without expending a spell slot or material components. Repelling Blast Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest. Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have
proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds. Psychic Whispers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggering. Using thieves’ tools, a character can dismantle an axe blade with a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap triggers and makes an attack against the
saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A character can spot the holes with a successful DC 13 Wisdom (Perception) check. Stuffing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Secret Door. A secret door leading south is obvious from this side (no ability check required). It has two eye-holes bored into it at a height of 5 feet, allowing a creature to peer into area 2a beyond
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
beneath the Blade Bazaar at the northern end of the Darklake District. Its halls are cold and damp. A central chamber serves as a dining room, branching out into different small, twisting halls along
Gracklstugh. Characters seeking information can, with a successful DC 10 Charisma (Persuasion) or Intelligence (Investigation) check, find out the following information, or you can simply roleplay their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(see chapter 3) are the only NPCs who actively suggest going to Gracklstugh. They know that duergar have no love for the drow, and their draconian laws keep all foreigners in check, which should
other subterranean and surface-dwelling races. Gracklstugh’s Blade Bazaar might be the ideal place to find traders or explorers heading to the surface world. If Buppido or Hemeth isn’t with the party
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
blade. Presenting the Sword To redeem Zariel, the characters must possess the Sword of Zariel. Bringing the sword within 10 feet of Zariel causes the weapon to glow brighter, then levitate to hover
characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
successful DC 20 Dexterity check using thieves’ tools disables the needle, and a check with a total of 10 or lower triggers the trap. Scything Blade Simple trap (level 5–10, dangerous threat) This trap uses
disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
dug up by battle, and bloodstains dot the ground.
An examination of the area finds a broken cart half-buried in the mud, a broken sword blade, and some buttons from a jacket worn by Leilon soldiers
. An obvious trail also leads west, deeper into the Mere of Dead Men. With a successful DC 10 Wisdom (Survival) check, the adventurers can also learn the following: A large number of tracks are apparent
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee
Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.
Reactions
Uncanny
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
Rune of Fear increases the trap’s power. Each successful check on an attempt to disable the rune increases the damage of the blades and the crushing pillars by 5 (1d10) and increases the rune’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
will it allow characters to enter the building or use the gate inside unless they have Wyllow’s permission to do so. If a character tries to deceive the dragon, it can make a Wisdom (Insight) check
contested by the character’s Charisma (Deception) check to see through the deception. A character who is caught lying to the dragon can never win back its trust. If the dragon is incapacitated, a






