Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'buttons both diffusing change repeats'.
Other Suggestions:
button both diffusing charges repeat
button both diffusing charges repeats
button both diffusing charges reveals
button both diffusing charges reverts
button both diffusing charge repeat
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
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
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that 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 push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has properties associated with six different buttons that 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
), though the rod’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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has properties associated with six different buttons that 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
), though the rod’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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that 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 push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that 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 push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has properties associated with six different buttons that 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
), though the rod’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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Silver Dragon Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
available sacred statue, where it remains trapped. If no sacred statues are available, the eidolon is destroyed. Thessalar’s homunculus uses the normal stat block with the following change: The homunculus
covered with dials, switches, and buttons—including three emerald-green buttons recognizable as missing components from the Infernal Machine. Removing these missing components deactivates the controls and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
available sacred statue, where it remains trapped. If no sacred statues are available, the eidolon is destroyed. Thessalar’s homunculus uses the normal stat block with the following change: The homunculus
covered with dials, switches, and buttons—including three emerald-green buttons recognizable as missing components from the Infernal Machine. Removing these missing components deactivates the controls and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
available sacred statue, where it remains trapped. If no sacred statues are available, the eidolon is destroyed. Thessalar’s homunculus uses the normal stat block with the following change: The homunculus
covered with dials, switches, and buttons—including three emerald-green buttons recognizable as missing components from the Infernal Machine. Removing these missing components deactivates the controls and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Monster Manual
death tyrants change their servants into Undead horrors. The region containing a death tyrant’s lair is warped by its presence, creating the following effects: Negative Energy Suffusion. Whenever a
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
death tyrants change their servants into Undead horrors. The region containing a death tyrant’s lair is warped by its presence, creating the following effects: Negative Energy Suffusion. Whenever a
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
death tyrants change their servants into Undead horrors. The region containing a death tyrant’s lair is warped by its presence, creating the following effects: Negative Energy Suffusion. Whenever a
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
of your choice. Whenever you finish a Long Rest, you can change your choice. Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
of your choice. Whenever you finish a Long Rest, you can change your choice. Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
of your choice. Whenever you finish a Long Rest, you can change your choice. Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mounted. This lance deals 25 (3d12 + 6) piercing damage in the giant’s hands. A character who speaks Giant can use an action to try to change the frost giant’s attitude from hostile to indifferent
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mounted. This lance deals 25 (3d12 + 6) piercing damage in the giant’s hands. A character who speaks Giant can use an action to try to change the frost giant’s attitude from hostile to indifferent
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mounted. This lance deals 25 (3d12 + 6) piercing damage in the giant’s hands. A character who speaks Giant can use an action to try to change the frost giant’s attitude from hostile to indifferent
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their






