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Returning 35 results for 'being blades diffusing checks reining'.
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Magic Items
Dungeon Master’s Guide
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Vecna: Eve of Ruin
", "rollType":"roll", "rollAction":"Self-Preservation"}.Since the Mournland’s earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades’ bloody conquest of the
blighted region. Among the blades, Glaive is best known for her talent at self-modification. “Glaive” is etched onto the back of her neck-plate. It is the only name Glaive has ever known
Equipment
This set of instruments includes the blades, saws, and sutures needed to remove shrapnel or stitch up wounds. Proficiency with these tools lets you add your proficiency bonus to any checks you make to stabilise a creature or perform other surgery.
Monsters
Spelljammer: Adventures in Space
chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A
texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain
preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a
Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
of the following effects:
Corruption Abounds. While within 3 miles of the lair, creatures that aren’t members of the villain’s organization have disadvantage on ability checks that rely
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Lord of Blades’ Strike Squad While the characters explore Landro, they’re pursued by a warforged named Glaive (see the accompanying stat block). Glaive is a high-ranking commander loyal to the Lord
of Blades. She has orders to find a ruined colossus suitable to transform into an outpost for the blades, and Landro fits this description perfectly. When she becomes aware of the party’s presence in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Soulblade Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. Duergar Soulblade
Medium humanoid (dwarf
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Soulblade. Melee Weapon Attack: +5 to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Spire’s interior is still and silent. Sound travels half as far as it would under normal circumstances. Wisdom (Perception) checks that rely on hearing are made with disadvantage. Desert of Rust
This miles-wide cavern within the Spire is covered in flakes of rust and, in some rare cases, fragments of eroded blades. Every few moments, a harmless metal scrap falls from above and clinks against
Magic Items
Tasha’s Cauldron of Everything
;green hags in a Green Hag (Coven Variant);coven
When you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
checks is required to slowly disengage the trap’s components. The trap’s effect degrades with each successful check until the characters finally deactivate it. Most complex traps are designed so that they
can be disarmed only by someone who is exposed to the trap’s effect. For example, the mechanism that controls a hallway filled with scything blades is on the opposite end from the entrance, or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dexterity (Sleight of Hand) checks. Level 9: Magical Ambush If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on
plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target. Soulknife Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character
character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
bodyguards checks to make sure the character is okay. 12 A shady broker claims to know exactly what the party needs, leading characters to the Undercellar to show them a selection of interesting but shady
High House of Wonders 5 1 ochre jelly in a sewer grate 6 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of Myrkul) trying to capture one or more city residents, in the hopes of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character
character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct
. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. A moonblade passes down from parent to child. The sword chooses its bearer and remains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
out of twigs or blades of grass. Limited Emotions. Thri-kreen experience the full range of emotions but aren’t as prone to emotional outbursts as humans. Thri-kreen with psionic ability often
-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon).
A thri-kreen armed with a gythka and chatkchas gains the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for 1 hour, or until the imbiber wants the effect to end. Until the effect ends, the Tiny character has disadvantage on Strength checks and Strength saving throws, and the character’s weapons deal
character is declared the winner and is awarded a packet of pixie dust (see appendix A), with two leaves as the propeller blades. No character can win this prize more than once. The characters can hide
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
soulblades are assassins with the ability to manifest blades of psionic energy. Duergar Stone Guard The Stone Guards are veteran warriors who serve the Deepking as bodyguards, elite troops, and secret
. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Enlarge (Recharges after a Short or Long Rest). For 1 minute
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The duergar makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
ability checks until the start of the faerie’s next turn.
Spellcasting. The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
incapacitated condition. Each creature of the faerie’s choice (other than the faerie) that starts its turn in that area gains 5 temporary hit points and has advantage on Wisdom saving throws and Wisdom checks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the carrier, the carrier makes requisite Strength and Dexterity checks and saving throws with advantage. Ledges. In a few places, the floor of the shrine rises 7 feet, forming a ledge. No check is
triggering scything blades that sweep out from concealed wall niches. Any creature in the 10-foot-square section of hall between the blades must make a DC 13 Dexterity throw, taking 18 (4d8) slashing damage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly. 4 Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws
reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
has an Intelligence of 10 and can speak and understand Common. Tropical Paradise. Frequent rainfall yields fruit and water in abundance. Wisdom (Survival) checks to forage in Faunel are made with
gather supplies, trade, and sharpen their blades before trekking through the lightless thickets ahead. A friendly three-toed sloth, Razak (neutral good; use the black bear stat block), likes to hang
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
water. On those stretches, blaze marks are cut into trees to keep porters on the right course. No skill checks are needed to avoid getting lost as long as characters stick to the trail. If characters
. The “dragon kneelers” take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
can choose to impose disadvantage on any checks the characters make to remain inconspicuous during their first day in Gracklstugh.
Map 4.1: Gracklstugh View Player Version Getting Captured Even after






