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Returning 35 results for 'being break diffusing condition revive'.
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Magic Items
Dungeon Master’s Guide
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the
Spells
Player’s Handbook
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
Magic Items
Dungeon Master’s Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
Magic Items
Dungeon Master’s Guide
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
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Feats
Forgotten Realms: Heroes of Faerûn
spell using any spell slots you have of the appropriate level.
When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.
Sing Out
. While a creature that failed its saving throw against your Otto's Irresistible Dance has the Charmed condition from that spell, it can’t cast spells with Verbal components, and it sings delightful nonsense if it can sing.
Feats
Lorwyn: First Light
Origin Feat
You gain the following benefits.
Eyes of Eirdu. You and allies within 10 feet of you have Advantage on saving throws made to avoid or end the Blinded condition.
Faerie Fire. You learn
ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
When you cast Faerie Fire without a spell slot using this benefit, taking damage can’t break your Concentration on the spell.
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9
damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics
Monsters
Phandelver and Below: The Shattered Obelisk
no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so
":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
must repeat the saving throw. On a failed save, it has the unconscious condition instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An
Monsters
Quests from the Infinite Staircase
Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Fey Rebirth"} days later in a safe location
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
Monsters
The Wild Beyond the Witchlight
later swept floors until an old clock tower keeper took him on as a helper. The tower’s clock was in such poor condition that it would break down often. Naeryx helped with the repairs and found
Monsters
Mordenkainen Presents: Monsters of the Multiverse
adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.The surface of the world is an alien
.
Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let
Monsters
Planescape: Adventures in the Multiverse
hits a creature with an Unerring Blade attack during this movement, each spell of 5th level or lower on the creature ends, and the creature has the incapacitated condition until the end of the kolyarut
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by marut;maruts (detailed in Mordenkainen Presents
Monsters
The Book of Many Things
", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 20). Until
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Monsters
Bigby Presents: Glory of the Giants
Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10
an action to break away the ice. A creature hindered by ice has its speed reduced to 0.
Lightning Bolts. Bolts of lightning strike down. Each creature in the cylinder must succeed on DC 25 Dexterity
spells
Elemental Evil Player's Companion
restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature
unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The rules glossary has more information on being dead. Falling Unconscious
If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see the rules glossary) until you regain any Hit Points, and you now face making Death Saving Throws (see below
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The Rules Glossary has more information on being dead. Falling Unconscious
If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see the Rules Glossary) until you regain any Hit Points, and you now face making Death Saving Throws (see below
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Child of the Sun Origin Feat You gain the following benefits. Eyes of Eirdu. You and allies within 10 feet of you have Advantage on saving throws made to avoid or end the Blinded condition. Faerie
you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. When you cast Faerie Fire without a spell slot using this benefit, taking damage can’t break your Concentration on the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on
, fire
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment
. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment
. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
roofs that any creature with a Burrow Speed can break through to create an opening to the surface. As a Search action, a character who examines a breakaway roof can make a DC 15 Intelligence
. Any creature other than Nakari that enters the gas-filled area for the first time on a turn or starts its turn there must succeed on a DC 15 Wisdom saving throw or have the Incapacitated condition
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Boons of Undeath When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table below. Before adventurers face a priest of Osybus, you can
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
those who sleep.
Heroes throughout Eldraine have ventured out to find a cure for the Wicked Slumber, but no one has yet discovered how to break the enchantment. It has even affected one of the
ft., climb 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
13 (+1)
INT
9 (−1)
WIS
12 (+1)
CHA
17 (+3)
Damage Immunities psychic
Condition Immunities blinded, charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break






