Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both button diffusing causes ready'.
Other Suggestions:
both button diffusing cause reach
both button diffusing cause realm
both bottom diffusing cause reach
both button diffusing cause read
both button diffusing cause readily
Magic Items
Dungeon Master’s Guide
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
Immovable Rod
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
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.
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze
through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the
Magic Items
The Wild Beyond the Witchlight
causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time.
Carnival Setup and Takedown. The creature attuned to the watch can use an action to
carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the
Monsters
Van Richten’s Guide to Ravenloft
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to
Backgrounds
Sword Coast Adventurer's Guide
constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
Skill Proficiencies: Athletics, InsightLanguages: Two of your
cost many lives, and I would do anything to keep that mistake secret.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
button reads “LOCKDOWN.” Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in
inscription next to this button reads “DO NOT PRESS!” Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
button reads “LOCKDOWN.” Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in
inscription next to this button reads “DO NOT PRESS!” Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
button reads “LOCKDOWN.” Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in
inscription next to this button reads “DO NOT PRESS!” Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2, the rod’s flanged head folds down and two crescent-shaped
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2, the rod’s flanged head folds down and two crescent-shaped
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2, the rod’s flanged head folds down and two crescent-shaped
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through






