Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both button defying current rely'.
Other Suggestions:
both bottom dealing current roll
both button dealing current roll
both buttons dealing current roll
both bottom dealing current rest
both bottom defying current roll
Immovable Rod
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Spells
Acquisitions Incorporated
When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range
its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving
Monsters
Acquisitions Incorporated
Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing
for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lit their way with torches, the ancient stubs of which litter the floors. The current occupants rely on darkvision to see. Area descriptions assume that the characters have a light source or some other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lit their way with torches, the ancient stubs of which litter the floors. The current occupants rely on darkvision to see. Area descriptions assume that the characters have a light source or some other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lit their way with torches, the ancient stubs of which litter the floors. The current occupants rely on darkvision to see. Area descriptions assume that the characters have a light source or some other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
active agent, you could receive missions tied to your current adventures. If you and your companions are fighting the Emerald Claw, you might have a secondary assignment to eliminate a specific Claw
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. Oak makes three attacks with his hooked daggers or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. Oak makes three attacks with his hooked daggers or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. Oak makes three attacks with his hooked daggers or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an






