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Returning 35 results for 'button barriers diffusing called revere'.
Magic Items
Dungeon Master’s Guide
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
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
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
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
free to catch the weapon.The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless
Monsters
Candlekeep Mysteries
the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
Monsters
Eberron: Rising from the Last War
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards. Rak Tulkhesh's soul is
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
to them, are as follows:
1st rank: Warlord
2nd rank: General
3rd rank: Captain
4th rank: Fatal Axe
5th rank: Spear
6th rank: Fist
7th rank: Soldier
A legion is organized into units called
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 doors, barricades, and other barriers. If you press button 6, the
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 doors, barricades, and other barriers. If you press button 6, the
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 doors, barricades, and other barriers. If you press button 6, the
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Map Room Four members of an adventuring party called the Fine Fellows of Daggerford rested here several days ago. An argument between them turned violent, leading three members to kill and
it. Each dungeon level has its own stylistic side view, but no names or details are included to suggest what a level is called or what it contains. Three features stand out: Next to the third level is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Map Room Four members of an adventuring party called the Fine Fellows of Daggerford rested here several days ago. An argument between them turned violent, leading three members to kill and
it. Each dungeon level has its own stylistic side view, but no names or details are included to suggest what a level is called or what it contains. Three features stand out: Next to the third level is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Map Room Four members of an adventuring party called the Fine Fellows of Daggerford rested here several days ago. An argument between them turned violent, leading three members to kill and
it. Each dungeon level has its own stylistic side view, but no names or details are included to suggest what a level is called or what it contains. Three features stand out: Next to the third level is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Power of Nature Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality
of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures






