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Returning 35 results for 'both bottom diffusing contact remaining'.
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magic-items
, remaining in contact with it for the whole hour; this can be done over a Short or Long Rest.
While you’re alive, the tool can’t be removed from your body against your will. Though the tool has
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
Personality Traits
d8
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Equipment
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
Equipment
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip
saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
(Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack
equipment
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons.
Force Field. When you would take damage, you can use your
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
Monsters
Fizban's Treasury of Dragons
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance
Monsters
Fizban's Treasury of Dragons
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
gems in an underwater cave (at the bottom of the map), the entrance to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Temple of Moloch, you can make use of a number of options to keep the characters from remaining
the Tomb of Horrors.) Alternatively, replacement parts for the guide might be recovered from the bottom of the underground lake at the end of the adventure—if the characters are able to deal with the thessalkraken!
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Temple of Moloch, you can make use of a number of options to keep the characters from remaining
the Tomb of Horrors.) Alternatively, replacement parts for the guide might be recovered from the bottom of the underground lake at the end of the adventure—if the characters are able to deal with the thessalkraken!
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Temple of Moloch, you can make use of a number of options to keep the characters from remaining
the Tomb of Horrors.) Alternatively, replacement parts for the guide might be recovered from the bottom of the underground lake at the end of the adventure—if the characters are able to deal with the thessalkraken!
Magic Items
Lost Laboratory of Kwalish
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per
environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
contact in the region is Major Ursa, who keeps a lighthouse on an island nearby. He will provide additional information to any group that takes on the assignment. Anyone who accepts the contract will be
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per
environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per
environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
contact in the region is Major Ursa, who keeps a lighthouse on an island nearby. He will provide additional information to any group that takes on the assignment. Anyone who accepts the contract will be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
contact in the region is Major Ursa, who keeps a lighthouse on an island nearby. He will provide additional information to any group that takes on the assignment. Anyone who accepts the contract will be
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ships touch one other (as often happens when they collide or when one ship lands on the other). If that happens, the gravity plane of the ship that has more hit points remaining (regardless of the ships
’ actual dimensions) overrides the other ship’s gravity plane, suppressing it as long as the ships remain in contact, and the first ship’s definition of “up” becomes the other ship’s as well. When a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him
that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ships touch one other (as often happens when they collide or when one ship lands on the other). If that happens, the gravity plane of the ship that has more hit points remaining (regardless of the ships
’ actual dimensions) overrides the other ship’s gravity plane, suppressing it as long as the ships remain in contact, and the first ship’s definition of “up” becomes the other ship’s as well. When a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ships touch one other (as often happens when they collide or when one ship lands on the other). If that happens, the gravity plane of the ship that has more hit points remaining (regardless of the ships
’ actual dimensions) overrides the other ship’s gravity plane, suppressing it as long as the ships remain in contact, and the first ship’s definition of “up” becomes the other ship’s as well. When a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him
that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and






