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Spells
Player’s Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Telekinesis
Legacy
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Spells
Basic Rules (2014)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
Gunpowder, Powder Horn
Legacy
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Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Gunpowder, Keg
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Beholder
Legacy
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Monsters
Monster Manual (2014)
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
the next round.
Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
Monsters
Princes of the Apocalypse
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Manipulating a container or other item without knowing what’s inside or what it does (or without knowing the proper password or technique) is likely to be very dangerous. At best, whatever was held in a
container merely escapes or dissipates. At worst, just about anything can happen, none of it good. A hag always has some potion or amulet that puts the odds in her favor. If you’re lucky, she only wants to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of
fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Dynamite As an action, a creature can light a stick of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
is put on it. A character who succeeds on a DC 20 Wisdom (Perception) check can find a pressure plate. The plate can be blocked, preventing the trap from triggering, by wedging it in the upper
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Fungi Thicket This tunnel juncture is blocked by a thicket of fungi. The thicket is an ecosystem unto itself, with its own challenges for those who wish to cross it. A dense fungi forest blocks
of insects (spiders) arrive on the second round of combat, plus another swarm of insects (centipedes) on the third round. Treasure The abundance of fungi in the thicket makes it easy to forage here
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
obvious places as false “treasure,” prompting intruders to open the container and release a swarm. In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their
attacks over the round instead of having them all act on the same initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters’ attacks because not all the kobolds take their actions at the same time.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The
one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. Walls within 120
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
interaction. Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
initial attack, one swarm of insects (spiders) boils up the stairs from area 4 each round, using the same initiative count as the giant spider. The swarms keep coming until four have entered the fight, unless the passage from area 4 is blocked somehow. Each swarm attacks the nearest creature.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
system’s side passages have been blocked by rubble. The limited zone that is still traversable leads the characters from the fissure to the lost shrine of destruction — and through a number of dangerous
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
innocent intentions. If the spirits aren’t immediately calmed, each creature in the hall on the round after the spirits manifest must succeed on a DC 16 Wisdom saving throw or use its action to make a melee
attack against a random creature within reach. If no other creatures are within reach, the creature does nothing this turn. The spirits vanish 1 round after appearing. They reappear after 24 hours if
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round. Walls sprout spectral appendages until initiative
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the
that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. Regional Effects The region containing an elemental node in which Imix is present becomes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
calls himself Great Ulfe. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of
best of their ability unless prevented or interrupted by the player characters.
Round 1. After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2.
Round 2. The orcs in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
appendix B) guard the apprentices. All the Thayans attack as soon as they notice intruders. Each round of combat, the Thayans direct one giant spider and one giant centipede to join the fight
. Blocked Stairs. Slabs of stone, each 5 feet high, block the stairs that descend into this hall along the north and east sides. Climbing over a slab costs 10 feet of movement. Once over a slab, a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) each round after it activates, to a maximum of 55 (10d10). Countermeasures. There are a few ways that the trap can be overcome. Open the Doors. Opening the doors is the quickest way to circumvent
to the statue to keep it blocked up. When all four statues are blocked in this manner, the trap deactivates.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Wakenreth Locations The following locations are keyed to map 5.4, except for area E5, which is unmapped. E1: First Level This round chamber is illuminated by white flames flickering in magical sconces on
through the ceiling and out of sight. Stairs and Ceiling. The door here leads to stairs once used to access area E3. However, the stairs are blocked by rubble that would take hours to clear. The hole
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a thick layer of rot and debris, within which can be seen scraps of leather, the husks of countless dead insects, and bits of rusted metal. A doorway in the far wall has collapsed and is fully blocked
earlier, Machil and his companions collapsed the archway in the north wall as they left, leaving it blocked. A Small character can squeeze through gaps in the rock with a successful DC 20 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
commoners). Barricade. East of these three rooms (near the place marked B on the map), the corridor is blocked by an accumulation of boulders and debris. 12–14. Unruly Captive Quarters Three enclosures to
characters as long as he receives a share of treasure equal to that of a character and a chance to fight giants. Treasure. The armorer and the smith each have a sack filled with 1,000 gp. 17. Blocked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
have a passive Wisdom (Perception) score of 12 or higher notice the goblin’s movements. Western Passage. This passage is choked with rubble and blocked by steep slopes. Moving up the slope requires 5
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
nest, but any noise or light from a party descending the streambed wakes them. Each round after the characters enter the cave, 1d4 stirges wake and attack, until all are active. Treasure. On the floor
attack as soon as two characters have entered the area, likely achieving surprise. Mud-and-Wattle Door. The troglodytes have blocked the southwest passage leading to the main warren (area 18) with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made to read the portal’s magic reveals that the way forward is blocked except to those with experience using the portal network. The characters must pass through three other
horror known as a chaos quadrapod (see appendix B). It uses its Chaos Cloud at the start of combat, then surges forward to lay into stunned characters. Each round, it focuses its grappling ability on






