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Returning 35 results for 'both before door cube reverts'.
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Magic Items
Dungeon Master’s Guide
terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Magic Items
Dungeon Master’s Guide
100 GP
09–15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
16–22
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Spells
Player’s Handbook
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
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
", "rollAction":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success
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
":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
Magic Items
Forgotten Realms: Heroes of Faerûn
sail-powered personal vehicle. The vehicle is roughly the size and shape of a household door with a 10-foot-tall sail extending from one side. After 1 hour or until you use the item's command word (no
action required), the transformation ends and the Windskiff reverts to its jewelry form.
In vehicle form, a Windskiff is a Medium object with the following statistics: AC 12, HP 30, and Speed 40 ft
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Barghest
Legacy
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Monsters
Volo's Guide to Monsters
wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide
barghest can innately cast the following spells, requiring no material components:
At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestionBite. Melee
Alarm
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or
Magic Items
The Book of Many Things
and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
them randomly.
d100
Patch
01-08
Bag of 100 gp
09-15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22
Iron door (up to 10 feet wide and 10 feet high
(10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry. The drow has advantage on
madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt
1/day each: dominate monster, etherealness, eyebite
Spider Climb
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestionLong
AttacksChange Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.
Monsters
Sleeping Dragon’s Wake
4th level (2 slots): dimension door, stoneskinMultiattack. Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon
rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
Beholder
Legacy
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Monsters
Monster Manual (2014)
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10);{"diceNotation
Monsters
Domains of Delight: A Feywild Accessory
or surfaces. Each section has AC 12; 20 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.
A hut small enough to fit in a 10-foot cube. The hut comes
with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.
A message consisting of no more than twenty-five characters, anchored at various points so it
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature
Monsters
Candlekeep Mysteries
, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, dimension door
5th level
). Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and she can’t be grappled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
brackets protrude from the walls under the reliefs.
To disarm the puzzle cube trap in area 19E, the magic torches from that room must be placed in the brackets in this hall. Barred Secret Door. A
puzzle cube trap before touching it, and its magic turned him to stone. If a greater restoration spell or similar magic is cast on Voj, he reverts to flesh, realizes he’s not alone, and attacks anyone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
the floor in front of another double door is a mosaic depicting a frog-like humanoid beating a leopard that has snakes emerging from its shoulders. Cuneiform inscriptions are woven above and below
Magic Items
The Book of Many Things
Donjon*
14
Door
15
Dragon
16
Elemental
17
Euryale*
18
Expert
19
Fates*
20
Fey
21
Fiend
22
Flames*
23
Fool*
24
Gem*
25
Giant
26
. This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door
on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of
paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
who searches the floor for traps before stepping on it discovers the hidden alarm system with a successful DC 20 Wisdom (Perception) check. A secret door in the west wall opens into area 3, and north
of the room is a hidden pit trap. Covered Pit This hidden pit (see “Covered Pits”) is 20 feet deep, but the bottom 10 feet is occupied by a gelatinous cube. Any creature that falls into the pit takes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cube Debris 1d6 Floating in the Gelatinous Cube Is A... 1 Chest or recently trapped mimic. 2 Collection of bubbles or rocks resembling eyes. 3 Key to a nearby door or coffer. 4 Remarkable weapon in
Gelatinous Cube Dungeon-Scouring Block of Ooze Habitat: Underdark; Treasure: Any Quivering masses of acidic goo, gelatinous cubes wobble through narrow caverns and dungeons, engulfing anything in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the incorrectly placed cube, dealing 18 (4d8) lightning damage to any creature within 20 feet of the door. A mage hand spell can be used to place the cubes from farther away and avoid this damage. A
remains open for 1 hour before slowly sinking back into place. Characters who are outside when the door closes must revisit the city to recover the cubes. Diagram 5.1: Sample Puzzle Cube
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
longer poses a danger to anyone.) Innermost Door. This thick stone door is flanked by bas-relief carvings of dwarves, their faces and beards chipped away. A dwarf can open the door, but no other creatures
can do so except by using a knock spell or similar magic. The door has AC 15, 75 hit points, and immunity to all damage except force damage and damage dealt by adamantine weapons. 14b. North Entrance
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
targeting an area of the forest ends the effect in a 20-foot cube for 1 hour if the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. The affected area reverts to a fetid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening






