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Returning 35 results for 'before bridge don contingency removed'.
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Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Monsters
Astarion's Book of Hungers
is driven into the vampire’s heart while the vampire has the Incapacitated condition, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
Monsters
Vecna: Eve of Ruin
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction
Equipment
Star Moth;Star moths are ships constructed and flown by astral elves, who don’t like it when these ships end up in the hands of others.
A star moth’s hull is fashioned from a grown and
the ground. Standard weaponry includes two ballistae nestled in the star moth’s eye holes and a mangonel mounted above the bridge.
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
can.
False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an
Magic Items
Fizban's Treasury of Dragons
radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don’t speak a command word, it disappears after 1 minute.
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Barbarian
Legacy
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Classes
Basic Rules (2014)
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Warforged Traits (p. 36) In the second bullet of Integrated Protection, “To don armor,” has been changed to “To don armor other than a shield,”. Additionally, the third bullet has been changed to
read as follows: “While you live, the armor incorporated into your body can’t be removed against your will.”
Monsters
Waterdeep: Dungeon of the Mad Mage
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Magic Items
Tasha’s Cauldron of Everything
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Monsters
Fizban's Treasury of Dragons
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
with a shaft of dim sunlight.
Lair Actions
As they are presented in the Monster Manual, dragon turtles don’t have access to lair actions while in their lairs. At your discretion, you can give
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Kobold
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
this way. While you live, your armor can’t be removed from your body against your will. Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. Languages. You can speak, read, and write Common and one other language of your choice.
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
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature’s arms and can’t be removed without
Mantle This carapace-like augmentation encases portions of the wearer’s shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
direction we took for fifth edition was to lay a foundation of rules that a DM could build on, and we celebrate the DM as the bridge between the things the rules address and the things they don’t. In a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Greyhawk. Travelers who follow the Selintan River westward from the city come to a stone bridge. From there, they must travel several miles northeast to reach the ruins of Castle Greyhawk. Built by
from bandits. Gorge of the Selintan. Soaring cliffs flank the Selintan River for nearly ten miles. Spanning this gorge, 800 feet above the river, is a stone arch bridge sculpted to look like an
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
D&D. The direction we chose for the current edition was to lay a foundation of rules that a DM could build on, and we embraced the DM’s role as the bridge between the things the rules address and the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
instantly turned to dust, as if affected by a disintegrate spell. Such a sword loses its magical properties if removed from Spelljammer Academy. Security guards refuse access to anyone not wearing the
Bridge Bridge Quarters Academy Events As the characters explore the academy, you can roll on the Academy Events table at any point to help you bring the campus to life. Academy Events d8 Event 1 A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
gemstones embedded in its hilt and pommel. The sword’s magical properties are suppressed until it is removed from Valdemar’s skull. Evil creatures can’t attune to Tearulai; any evil creature that tries
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
normally has a Strength requirement, the Arcane Armor lacks this requirement for you. Quick Don and Doff. You can don or doff the armor as a Utilize action. The armor can’t be removed against your will
Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die. You gain the following benefits while wearing your Arcane Armor. No Strength Requirement. If the armor
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Implements of Mercy 3rd-level Way
points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
removed, the poison mist ceases rising from the water. Snake’s Skin. Partially submerged in the pool is a 100-foot-long, opalescent skin shed by the gigantic anaconda Chimagua. The skin has AC 15, hp
40, immunity to poison and psychic damage, and vulnerability to fire if it is removed from the water. Creatures that touch the skin without protective gear must succeed on a DC 18 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
removed in this way falls under a curse. While so cursed, whenever the character drops to 0 hit points, they are treated as if they had already failed one death saving throw. This curse can be removed only
. He then turns on the monitor and ducks down to stay out of the medusa’s field of view. During the subsequent chaos, the gnome attempts to don the powered armor, then wreak havoc.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a cavern that contains a hot spring, in which they drown themselves. U4. Moaning Cavern The cave is empty except for three ice-covered pillars composed of mineral deposits. U5. Icy Bridge A natural
stone bridge spans the frozen river 20 feet below. The top of the bridge is covered with a slippery, icy glaze. Crossing the bridge safely requires a successful DC 10 Dexterity (Acrobatics) check. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
what they were looking for. Landro This unusually large colossus contains the third piece of the Rod of Seven Parts. Landro is described later in this chapter. Veterans’ Camp A crumbling stone bridge
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you. You can use the arcane armor as a spellcasting focus for your artificer spells. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
can’t be removed. 3 Spells can’t restore hit points to you. 4 The sound of pixie laughter fills your head while you are awake, drowning out all other sounds. 5 Anything you try to pick up or hold in
moonlight. 3 You must speak the true name of the creature that cursed you three times in a row. 4 While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of dwarf warriors in plate armor. Crumbling Bridges. The bridges connect area V4 to adamantine doors that seal off areas V6, V7, and V8. The eastern half of the northern bridge and the western half of
the southern bridge are unstable. Either bridge collapses if more than 150 pounds of weight is applied to it. A creature standing on a section of bridge when it collapses must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
Bridge The stairs on each side of the canal climb 10 feet from the quays, so the bridge is 15 feet above the water level. A stone bridge spans the canal in a single elegant arch. Steps on each side
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be found in area 15a.) The frescoes depict Melair’s early exploits as a prospector: building a bridge over a river, meeting his first elf, prospecting for ore and gems in caves and foothills, hiding
. A detect magic spell reveals an aura of transmutation magic around the statue of the dwarf infant. Treasure. If the infant statue is removed from the cradle, it transforms into a crystal crown (250






