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Returning 35 results for 'being button diffusing channel remain'.
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being button diffusing channel remains
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
Monsters
Tyranny of Dragons
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Monsters
Candlekeep Mysteries
fungal servant that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the fungal servant’s next turn.
Channel Negative Energy (Costs
fungal servant remain in its possession.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
Monsters
Candlekeep Mysteries
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
Monsters
Waterdeep: Dungeon of the Mad Mage
-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
attempt to flee for area 2, hoping to escape the temple via the river. However, a successful DC 16 Charisma (Persuasion) check can convince them to remain with the characters for the duration of the
adventure, as long as they can access fresh water every 4 hours. Control Panel The control panel is covered with dials, switches, and buttons—including a cloudy orange button recognizable as one of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
attempt to flee for area 2, hoping to escape the temple via the river. However, a successful DC 16 Charisma (Persuasion) check can convince them to remain with the characters for the duration of the
adventure, as long as they can access fresh water every 4 hours. Control Panel The control panel is covered with dials, switches, and buttons—including a cloudy orange button recognizable as one of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
attempt to flee for area 2, hoping to escape the temple via the river. However, a successful DC 16 Charisma (Persuasion) check can convince them to remain with the characters for the duration of the
adventure, as long as they can access fresh water every 4 hours. Control Panel The control panel is covered with dials, switches, and buttons—including a cloudy orange button recognizable as one of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
portions that remain suggest serpentine images that were probably quite fearsome.
Statues. Four statues of winged serpents stand to the north, two in the water and two above the waterline. (Torbit, a
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
portions that remain suggest serpentine images that were probably quite fearsome.
Statues. Four statues of winged serpents stand to the north, two in the water and two above the waterline. (Torbit, a
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment






