Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bottom barriers diffusing charge reflect'.
Other Suggestions:
bottom barriers diffusing change reflect
bottom barriers diffusing charm reflected
bottom barriers diffusing charm reflect
bottom barriers diffusing charger reflected
bottom barriers diffusing charge reflected
Magic Items
Dungeon Master’s Guide
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
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
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
expend any charges.
As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
again on the second night, repeating the same tactics but refining their targets to reflect what they’ve learned of the caravan’s strengths and weaknesses. Oxen are of little use to the bandits except
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
again on the second night, repeating the same tactics but refining their targets to reflect what they’ve learned of the caravan’s strengths and weaknesses. Oxen are of little use to the bandits except
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an
Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
again on the second night, repeating the same tactics but refining their targets to reflect what they’ve learned of the caravan’s strengths and weaknesses. Oxen are of little use to the bandits except
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Librarians’ Quarters Urmas and Ustova live on the top level of the library, taking up all the living quarters at either end of that level. Their rooms reflect their duties and personalities. Urmas’s
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Librarians’ Quarters Urmas and Ustova live on the top level of the library, taking up all the living quarters at either end of that level. Their rooms reflect their duties and personalities. Urmas’s
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Librarians’ Quarters Urmas and Ustova live on the top level of the library, taking up all the living quarters at either end of that level. Their rooms reflect their duties and personalities. Urmas’s
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
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
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
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
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
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
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom






