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Returning 35 results for 'benefit bottom diffusing container reaches'.
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Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Monsters
Monster Manual
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
Magic Jar
Legacy
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Spells
Basic Rules (2014)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your
surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
;s or his allies’ actions don’t gain this benefit, instead falling as normal.
Wishful Winds. The wishes of creatures across the multiverse, including those within the Infinite Staircase
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Claws of the Umber Hulk Wondrous item, rare (requires attunement
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Claws of the Umber Hulk Wondrous item, rare (requires attunement
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Claws of the Umber Hulk Wondrous item, rare (requires attunement
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
gains awareness of that benefit. Embers that are caught do not reappear. Magic Embers d6 Magical Effect 1 The creature that caught the ember gains immunity to fire damage for the next 24 hours. 2 The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Oozes Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes. Outlands Oozes d4 Encounter 1 A yugoloth arms dealer has captured a
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Oozes Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes. Outlands Oozes d4 Encounter 1 A yugoloth arms dealer has captured a
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Oozes Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes. Outlands Oozes d4 Encounter 1 A yugoloth arms dealer has captured a
destroying the cube. 3 A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a lost relic from the bottom of the bog. 4 A chef in the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
cube is fitted into it.
Without a puzzle cube, the plane shift spell can reach the demiplane, but the specifications for the tuning fork necessary for the spell to access the plane are lost. A trek through the Deep Ethereal might reveal the single ethereal curtain that reaches the demiplane.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
40. Dragon Breath When the party reaches the bottom of the stairs, read: A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
cube is fitted into it.
Without a puzzle cube, the plane shift spell can reach the demiplane, but the specifications for the tuning fork necessary for the spell to access the plane are lost. A trek through the Deep Ethereal might reveal the single ethereal curtain that reaches the demiplane.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
cube is fitted into it.
Without a puzzle cube, the plane shift spell can reach the demiplane, but the specifications for the tuning fork necessary for the spell to access the plane are lost. A trek through the Deep Ethereal might reveal the single ethereal curtain that reaches the demiplane.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
40. Dragon Breath When the party reaches the bottom of the stairs, read: A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex






