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Returning 35 results for 'bottle ball diffusing check release'.
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Equipment
Ability: Strength Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings
, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that
Equipment
Ability: Intelligence Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
If you have proficiency with a tool, add your
Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
(Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
":"Lava Blade", "rollDamageType":"slashing"} slashing damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Lava Blade", "rollDamageType":"fire"} fire damage.
Lava Ball
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
Iron Bands of Binding
Legacy
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Rope of Entanglement
Legacy
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Magic Items
Basic Rules (2014)
feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by
the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points
Iron Bands of Bilarro
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Monsters
Acquisitions Incorporated
the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Equipment
’s reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the
target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A
Monsters
Planescape: Adventures in the Multiverse
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
magic-items
time. A creature that is within 5 feet of a prisoner can attempt to free it from the tree by making a DC 20 Strength (Athletics) check. On a success, the prisoner is freed, and both creatures take
tree, without expending a spell slot or requiring Material components. When you cast the spell in this manner, the corpse is compelled to speak truthfully.
Release a Prisoner. You can take a Bonus Action to command the tree to release one of its prisoners.
Monsters
Quests from the Infinite Staircase
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Equipment
the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.To escape, the target must use an action to make a Strength
(Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
magic-items
Points, and a Fly Speed of 60 feet. It has Immunity to Poison damage and Psychic damage, and all conditions other than Unconscious;Unconsciousness. If it is forced to make an ability check or a saving
can release the messenger as a Bonus Action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination it seeks the target individual; if no target
Equipment
the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger. To escape, the target must use an action to make a Strength (Athletics
) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
. The defensive team can try to catch the ball (see the “Catching” section). Each batter can attempt this check up to three times; after three failed checks, the batter strikes out and must stand down
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
. The defensive team can try to catch the ball (see the “Catching” section). Each batter can attempt this check up to three times; after three failed checks, the batter strikes out and must stand down
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
. The defensive team can try to catch the ball (see the “Catching” section). Each batter can attempt this check up to three times; after three failed checks, the batter strikes out and must stand down
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Burglar's Pack (16 gp) Includes a backpack, a bag of 1,000 ball
strapped to the side of it. Diplomat's Pack (39 gp) Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 56. If the chest is smashed by the granite ball (see below), the invisible key is lost in the wreckage but can be found with a successful DC 15 Wisdom (Perception) check. A detect magic spell or
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 56. If the chest is smashed by the granite ball (see below), the invisible key is lost in the wreckage but can be found with a successful DC 15 Wisdom (Perception) check. A detect magic spell or
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Burglar's Pack (16 gp) Includes a backpack, a bag of 1,000 ball
strapped to the side of it. Diplomat's Pack (39 gp) Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
23. Bottled Genie Ancient cobwebs fill this narrow corridor, whose midpoint features an arched alcove. Within the alcove, a dusty bottle stands on a table.
The bottle is stoppered and contains a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 56. If the chest is smashed by the granite ball (see below), the invisible key is lost in the wreckage but can be found with a successful DC 15 Wisdom (Perception) check. A detect magic spell or
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
23. Bottled Genie Ancient cobwebs fill this narrow corridor, whose midpoint features an arched alcove. Within the alcove, a dusty bottle stands on a table.
The bottle is stoppered and contains a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
23. Bottled Genie Ancient cobwebs fill this narrow corridor, whose midpoint features an arched alcove. Within the alcove, a dusty bottle stands on a table.
The bottle is stoppered and contains a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Burglar's Pack (16 gp) Includes a backpack, a bag of 1,000 ball
strapped to the side of it. Diplomat's Pack (39 gp) Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against






