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Returning 35 results for 'berries break diffusing checks rules'.
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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
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, 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 psychic link
end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell.
Claws. Melee Weapon Attack
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
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
Proficiency Bonus
Legacy
This doesn't reflect the latest rules and lore.
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Rules
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
(History) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Break Concentration. The elder brain targets one creature within 120 feet of it with which
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Thriving Wildlife. Beasts reproduce
Backgrounds
Ghosts of Saltmarsh
favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: HARVEST THE WATER
You gain advantage on ability checks made using
might not.
D6
IDEAL
1
Camaraderie. Good people make even the longest voyage bearable. (Good)
2
Luck. Our luck depends on respecting its rules — now
Monsters
Mordenkainen Presents: Monsters of the Multiverse
have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
swarm disperses.
A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success
Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The
Backgrounds
Baldur’s Gate: Descent into Avernus
find a way to salvation.
2
You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can’t travel through that part of the city without your
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
(Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects:
Flat surfaces within 1 mile of
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage.
Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
checks made using thieves’ tools or tinker’s tools.
Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or
monsters
":"Piercing"} Piercing damage, and the target has Disadvantage on attack rolls and ability checks until the end of its next turn. Success: Half damage and the target doesn’t have Disadvantage on
, but it’s also possible to collapse a passage and break a connection.
The upper tunnels of Valaara’s realm are usually formed of fused glass-like material, then as explorers delve deeper






