Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'can’t out'.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
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->Player’s Handbook
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
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
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Deafened [Condition] While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
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
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Control Air and Water (p. 118) In the next-to-last sentence of the paragraph, “you can’t do so again” is now “you can’t cast that spell with it again.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Control Air and Water (p. 118) In the next-to-last sentence of the paragraph, “you can’t do so again” is now “you can’t cast that spell with it again.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Control Air and Water (p. 118) In the next-to-last sentence of the paragraph, “you can’t do so again” is now “you can’t cast that spell with it again.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
effect to the area from the list below: Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blinded [Condition] While you have the Blinded condition, you experience the following effects. Can’t See. You can’t see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can’t have more Hit Points than
your Hit Point maximum, and you can’t have less than 0. See also “Breaking Objects” and chapter 1 (“Damage and Healing”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blinded [Condition] While you have the Blinded condition, you experience the following effects. Can’t See. You can’t see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incapacitated [Condition] While you have the Incapacitated condition, you experience the following effects. Inactive. You can’t take any action, Bonus Action, or Reaction. No Concentration. Your
Concentration is broken. Speechless. You can’t speak. Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Can a Blinded creature make an Opportunity Attack? An Opportunity Attack is triggered when a creature that you can see leaves your reach. If you can’t see an enemy, you can’t make an Opportunity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incapacitated [Condition] While you have the Incapacitated condition, you experience the following effects. Inactive. You can’t take any action, Bonus Action, or Reaction. No Concentration. Your
Concentration is broken. Speechless. You can’t speak. Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Points Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can’t have more Hit Points than
your Hit Point maximum, and you can’t have less than 0. See also “Breaking Objects” and “Playing the Game” (“Damage and Healing”).
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, you can’t benefit from more than one Ring of Protection, because the text says you can’t attune to more than one copy of an item at a time.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed [Condition] While you have the Charmed condition, you experience the following effects. Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.