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Returning 35 results for 'can’t first'.
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Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.” The final sentence of the “Lair Actions
” section is now three sentences: “On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Temporary Hit Points Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below. Lose Temporary Hit Points First If you have
Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Rakshasa (p. 257) Limited magic immunity: the first sentence now reads, “The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Temporary Hit Points Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below. Lose Temporary Hit Points First If you have
Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
True Polymorph (p. 283) This spell can’t affect a target that has 0 hit points. In the second sentence, “the creature into an object” is now “the creature into a nonmagical object.” In the “Creature
into Object” subsection (p. 284), the following text is appended to the first sentence: “, as long as the object’s size is no larger than the creature’s size.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Hiding (p. 177) The following sentence has been added to the beginning of this section: “The DM decides when circumstances are appropriate for hiding.” The first sentence of the second paragraph now begins, “You can’t hide from a creature that can see you clearly …”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the characters first arrive, the ooze rises and takes the form of a conga line of modrons stretching as far as the characters can see. The modrons march against the sluggish flow and make little
progress. After 1 minute, they sink back into the ooze. The ooze modrons aren’t creatures or spell effects, and they can’t be harmed or dispelled. 3b. Ooze Halaster An artery of ooze flows down this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it
affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it
affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Tomb of the Skodkong Here lies the tomb of the Skodkong (“Fog King”), the first of Deadstone Cleft’s thanes. Unlike most stone giants, the Skodkong had pale gray skin — hence its moniker. The
the stone leaves shallow indentations in its surface, as though the slab was made of soft clay. Nothing else can reshape or penetrate the stone. The first character who attempts to reach into the slab
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L1. Root Bridges These two bridges have the same features. When the characters first approach one of them, read: A gnarled bridge formed by tangled tree roots spans a rocky, dried-up riverbed.
The
bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity (Stealth) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can’t be surprised.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
doesn’t notice a threat is surprised at the start of the encounter. If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. On some worlds, such as Eberron, orcs were among the first defenders of the natural
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
someone, and it can’t rest until its torturer is slain. The ghost tries to possess the first character to come within 5 feet of it, with the intent of using the host to find and kill its torturer. If
smothering. It attacks the first creature that disturbs it. The urns contain the skulls and bones of six dead Umberlee worshipers. The cage was salvaged from the ***** Queen (see “High Horn”), where it was
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
can’t prevent the city from falling apart. Their only option is to escape, first from the tower, then from the city.
The City Rises As soon as Belephaion activates the flying citadel helm atop the Threshold of the Heavens, the City of Lost Names lifts into the air. However, the device is damaged and can’t
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features Dolora can’t leave the hall and avoids the alcoves. Alcoves The hall is lined with six alcoves, each one with a unique numeral between 1 and 6 carved above it. A verse scratched into
: Verse 1. “Not his keeper, nor he mine; loved and hated at the same time.” (This refers to Dolora’s brother, whose name was Sam.) Verse 2. “My first vision: her hazel eyes. My first sound: her
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Path to Mystery Your first case influenced the types of mysteries you’re interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get
involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other
spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank. While attuned to this item, you can use it as a Spellbook and an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze, you have resistance to poison and acid damage, and you’re
equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
The war machine comes from the wastelands of Avernus, the first layer of the Nine Hells. The vehicle isn’t operational, but its hose-like sprayer is. A creature standing within 5 feet of the nozzle
as much on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. Once used, the sprayer can’t be used again. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the
, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
companions to the event, but first- and second-year students aren’t permitted. A note provided along with the invitation explains the expectations for the event and the accompanying pin: The Magister’s
Masquerade dress code requires attendees to come in formal costumes with masks. Costumes can take a wide variety of forms, but they can’t suggest any specific college affiliation. Otherwise, style
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can’t speak it
Challenge 1/2 (100 XP)
Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the
ally isn’t incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Items You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can’t attune to more
(this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
first light-carrying creature to cross the cavern. Whether it hits or misses, this piercer can’t attack again until it makes the long, slow climb back to the cavern ceiling. After the first piercer drops, avoiding the cavern’s stalactite formations becomes a simple matter.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, while the guards that brought the characters forward stand in shock. They are surprised and can’t move or take an action on their first turn of the combat, and they can’t take reactions until that
The Ritual Kuo-toa parade around the altar in a wide circle as they chant. Part of their path sends them splashing and wading through the shallows of the Darklake. The characters quickly can’t tell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example
your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
stands as you enter. “Thank you for coming. I won’t mince words: we’re in the dark regarding the dangers I fear are fast approaching our gates, and your role will be to change that. But first, you must
, Vendri shares the following particulars: The characters are expected to serve as a specialized squad dedicated to meeting challenges other troops can’t address. Each week’s military salary is paid in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit
inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use






