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Returning 35 results for 'breaks before designate cantrip return'.
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Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Star Spawn Larva Mage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
: circle of death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it
only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Slam (Costs 2 Actions
Dimensional Shackles
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Monsters
Icewind Dale: Rime of the Frostmaiden
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one
Monsters
Icewind Dale: Rime of the Frostmaiden
“Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
target can’t take reactions until the start of his next turn.
Acid Splash (Cantrip). Dzaan hurls a bubble of acid at one creature he can see within 60 feet of it, or at two such creatures that
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
law-abiding citizens of Ravnica.
Personality Traits
d8
Personality Trait
1
I revel in mayhem, the more destructive the better.
2
When violence breaks out, I lose myself in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature
can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles. Conceptopolis, Daarken Dragon Scale Mail, Dimensional Shackles, Dragon Slayer (Greatsword), Dread Helm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature
can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Once the characters recover the ritual from Elakdras’s corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant’s ritual requires at least four
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Primal Savagery Transmutation cantrip Casting Time: 1 action Range: Self Components: S Duration: Instantaneous You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver
a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours
only at the end of another creature’s turn. The larva mage regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Slam (Costs 2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Dispater trades in
secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can be used to tap into his guilt. If he is offered commiseration for his wife’s death—as opposed to accusations—the warden eventually breaks down. He confesses that after seeing his wife killed, he
found himself face to face with Neronvain in the thick of battle and begged for his life, offering anything in return. Neronvain took the warden up on his offer, agreeing to spare Galin and leave
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
can be used to tap into his guilt. If he is offered commiseration for his wife’s death — as opposed to accusations — the warden eventually breaks down. He confesses that after seeing his wife killed
, he found himself face to face with Neronvain in the thick of battle and begged for his life, offering anything in return. Neronvain took the warden up on his offer, agreeing to spare Galin and leave
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, they carve out tunnels for the tomb. At night and while their handlers take breaks, they are kept behind a 10-foot-thick stone block that is magically slid across the tunnel. Creatures The two umber
to either return here to rest if they are elsewhere, or to depart for the tomb to begin work, opening or closing the stone slab accordingly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and return to the action as quickly as possible. Expect players to discuss the events of the game, spend time planning, and engage in long conversations in character. You don’t need to be involved in
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
players spend time discussing which character cooks what for dinner unless they enjoy such descriptions. It’s OK to gloss over mundane details and return to the action as quickly as possible. Expect
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
they learned within, then figure out their next move. If the characters didn’t find the rotor of return when exploring the lighthouse, Wizzy can reveal where the relic is hidden if he survived. He is
). Talanatha has these racial traits: She knows the thaumaturgy cantrip, and Charisma is her spellcasting ability for this spell. She has resistance to fire damage. She has darkvision out to a range of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ward (cantrip), expeditious retreat (1st level), spider climb (2nd level), gaseous form (3rd level) Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to
pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus, pledging their souls to him in return for escape at a future date. This boon takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
: True strike (cantrip), heroism (1st level), spiritual weapon (2nd level), crusader’s mantle (3rd level) Zariel’s cult offers martial training and talent. It flourishes in areas wracked by war
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fiddles with or occasionally breaks Tiny, nonmagical objects.
6 There’s a slight but noticeable delay between my movements and those of my shadow.
Grasping Shadow. You learn the mage hand
cantrip if you don’t already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
common sense, and tales about halflings abound with lucky breaks and narrow escapes. Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
return for some service or future favor. If a character already has a Dark Gift, accepting such a bargain causes them to lose their current Dark Gift and gain a new one. A Dark Gift gained as a result
a Dark Gift or some other peril as a result. A character breaks a vow or suffers a curse (see chapter 4), gaining a Dark Gift as a result. A character touches a mysterious amber sarcophagus, and a force within entreats them to accept its influence in the form of a Dark Gift.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
suppress this light or cause it to return. The light winks out if the creature dies. Mimicry. The creature can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are
. The creature has Advantage on melee attack rolls against any Bloodied creature. Wild Talent. Choose one cantrip; the creature can cast that cantrip without spell components, using Intelligence, Wisdom, or Charisma as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
want to send them back—you can work that into this final showdown. Whichever agent the characters return to is disappointed in their progress, but comes up with an alternative plan. Knowing that the
from the rival’s version of the Infernal Machine. Reverse the general setup of this section to have the characters on the side that breaks into the workshop. There, they see the rival agent holding Lum






