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Returning 35 results for 'being bars diffusing channel roiling'.
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Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rear tower. Doors. The entrances from areas B1 and area B4 are each protected by an iron double door that stands 20 feet high. The doors are held shut with interlocking iron bars that can be levered
up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rear tower. Doors. The entrances from areas B1 and area B4 are each protected by an iron double door that stands 20 feet high. The doors are held shut with interlocking iron bars that can be levered
up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rear tower. Doors. The entrances from areas B1 and area B4 are each protected by an iron double door that stands 20 feet high. The doors are held shut with interlocking iron bars that can be levered
up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the shifting sea to all sides is the color of bruised flesh, roiling beneath a clear sky filled with unfamiliar constellations. Suddenly the door to the ship’s main cabin explodes out in a pulse of
elf druid) needs help. A successful DC 14 Wisdom (Animal Handling) check calms the tiger. Failure results in the tiger making one attack against the character through the bars of its cage. Lift the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the shifting sea to all sides is the color of bruised flesh, roiling beneath a clear sky filled with unfamiliar constellations. Suddenly the door to the ship’s main cabin explodes out in a pulse of
elf druid) needs help. A successful DC 14 Wisdom (Animal Handling) check calms the tiger. Failure results in the tiger making one attack against the character through the bars of its cage. Lift the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the shifting sea to all sides is the color of bruised flesh, roiling beneath a clear sky filled with unfamiliar constellations. Suddenly the door to the ship’s main cabin explodes out in a pulse of
elf druid) needs help. A successful DC 14 Wisdom (Animal Handling) check calms the tiger. Failure results in the tiger making one attack against the character through the bars of its cage. Lift the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
cage’s lock with a successful DC 20 Dexterity check using thieves’ tools. A character who succeeds on a DC 20 Strength (Athletics) check bends the cage’s bars enough to escape. Treasure. The chain
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
cage’s lock with a successful DC 20 Dexterity check using thieves’ tools. A character who succeeds on a DC 20 Strength (Athletics) check bends the cage’s bars enough to escape. Treasure. The chain
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
cage’s lock with a successful DC 20 Dexterity check using thieves’ tools. A character who succeeds on a DC 20 Strength (Athletics) check bends the cage’s bars enough to escape. Treasure. The chain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15
Channel Divinity: Turn Undead feature, which he can use once after each short or long rest. If he is released, he helpfully answers questions. He knows the following information: Why are you here






