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Returning 35 results for 'cards wall required'.
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card wall required
carry will required
carry well required
calls well required
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
Mage Armor
1
Shield
1
Leomund's Tiny Hut
3
Mordenkainen's Private Sanctum
4
Otiluke's Resilient Sphere
4
Wall of Force
5
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
Monsters
Dragonlance: Shadow of the Dragon Queen
successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A
will: detect magic, light, prestidigitation
2/day each: dimension door, mage armor
1/day each: arcane eye, dominate person, wall of forceNoxious Rebuke (3/Day). When a creature within 60 feet of
Backgrounds
The Wild Beyond the Witchlight
instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determined by rolling on the
of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
roll of 19 or 20.
Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
Piety 10+. The bow has 1 randomly determined minor
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invulnerability, plane shift, wall of forceThe githzerai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ties), an elder brain can take one of the following lair actions; the elder brain can’t take the same lair action two rounds in a row:
Force Wall. The elder brain casts wall of force.
Psionic
at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes
Spells
Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
effects; the elder brain can’t use the same lair action two rounds in a row:
The elder brain casts wall of force.
The elder brain targets one friendly creature it can sense within 120 feet of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given
, the Rogue, lies flat on the table. Suddenly, the statue speaks:
“Still searching for the perfect hand? Find the four missing cards and bring them here. The treacherous Rogue is poised to backstab
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given
, the Rogue, lies flat on the table. Suddenly, the statue speaks:
“Still searching for the perfect hand? Find the four missing cards and bring them here. The treacherous Rogue is poised to backstab
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
possess the key card required to access the next lowest (or highest) level of the ship, it can exit the drop tube on the nearest level its key card allows access to. Key Cards Throughout the spaceship are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
possess the key card required to access the next lowest (or highest) level of the ship, it can exit the drop tube on the nearest level its key card allows access to. Key Cards Throughout the spaceship are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flanked by two equally long stone benches.
Hutch. A stone hutch against the west wall contains assorted iron plates and flatware.
10b. Den This room is largely empty, having been stripped of
Three-Dragon Ante cards made of thin-pressed gold. He has begun obsessing over the missing card (“The Thief”) and complains about it incessantly. He has found the other cards scattered throughout the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flanked by two equally long stone benches.
Hutch. A stone hutch against the west wall contains assorted iron plates and flatware.
10b. Den This room is largely empty, having been stripped of
Three-Dragon Ante cards made of thin-pressed gold. He has begun obsessing over the missing card (“The Thief”) and complains about it incessantly. He has found the other cards scattered throughout the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
floor of this corridor is difficult terrain. Secret Door. A secret door in the north wall leads to the Jester room (area 11) and is easily visible from this side. Traps. The ten Ruin cards in the room’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
whiteboard on a wall or propped up nearby A battle mat you use for miniatures Folded index cards for each character and each group of identical monsters, placed like tents in Initiative order across the top of
the following tools: Paper or a notebook behind the DM screen A spreadsheet or document on a laptop or tablet An app on your tablet or phone Index cards for each character and each group of identical
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
floor of this corridor is difficult terrain. Secret Door. A secret door in the north wall leads to the Jester room (area 11) and is easily visible from this side. Traps. The ten Ruin cards in the room’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
whiteboard on a wall or propped up nearby A battle mat you use for miniatures Folded index cards for each character and each group of identical monsters, placed like tents in Initiative order across the top of
the following tools: Paper or a notebook behind the DM screen A spreadsheet or document on a laptop or tablet An app on your tablet or phone Index cards for each character and each group of identical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from empty barrels. A marked deck of playing cards is scattered atop the table, with a few stray cards lying on the floor. Three crates are stacked against the south wall. Each contains a twenty-day
adorn the walls, and mud and dirt have accumulated on the floor. O2. Ground Level Stone spiral stairs curl up into the tower and down into the cellar. Set into the west wall is a fireplace blackened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from empty barrels. A marked deck of playing cards is scattered atop the table, with a few stray cards lying on the floor. Three crates are stacked against the south wall. Each contains a twenty-day
adorn the walls, and mud and dirt have accumulated on the floor. O2. Ground Level Stone spiral stairs curl up into the tower and down into the cellar. Set into the west wall is a fireplace blackened
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Leomund’s Tiny Hut 3 Mordenkainen’s Private Sanctum 4 Otiluke’s Resilient Sphere 4 Wall of Force 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
magic, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it. Spells Level Spell School Concentration Ritual Class 2nd Spray of Cards Conjuration
initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its