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Returning 35 results for 'chain reality gleaming to have requires'.
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Equipment
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity
(Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
Equipment
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
3rd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
2nd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.
Monsters
The Wild Beyond the Witchlight
accordingly.”
Combat Notes
War is Zargash’s domain. He wears a rusty chain shirt under his robe and likes to thwart enemy spellcasters by enveloping them in the area of a silence spell. If
. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash’s concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash’s concentration ends.
Magic Items
Tyranny of Dragons
This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Out of the Abyss
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
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
Backgrounds
Guildmasters’ Guide to Ravnica
)
2
Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3
Protection. It isn’t right for innocents to
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Monsters
Princes of the Apocalypse
, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
monsters
Psychic damage.
Iron Binding. If the rotweaver has iron wrapped around a part of its body, such as an iron bracelet, Manacles, or Chain (treat any of them as applying Manacles), the rotweaver can move
":"1d8+3", "rollType":"damage", "rollAction":"Staff", "rollDamageType":"Necrotic"} Necrotic damage.
Call the Rot (Requires Hunting Horn; Recharge 5–6;{"diceNotation":"1d6", "rollType":"recharge
monsters
: Detect Magic, Eldritch Blast (two beams), Mage Hand
2/Day Each: Confusion, Detect Thoughts
1/Day Each: Black Tentacles, Fly, Major Image, Suggestion
Warp Reality. The seugathi magically
bends reality in a 10-foot Emanation originating from themself or in a 60-foot-long, 5-foot-wide Line. The area becomes normal terrain or Difficult Terrain, as the seugathi chooses. A creature in the
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south wall plunges into darkness. On each side of the staircase, a skeletal figure draped in gleaming chain mail stands sagging at attention, holding a rusty halberd. The skeletons, which were
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south wall plunges into darkness. On each side of the staircase, a skeletal figure draped in gleaming chain mail stands sagging at attention, holding a rusty halberd. The skeletons, which were
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Efreeti Chain Armor (Chain Mail or Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Efreeti Chain Armor (Chain Mail or Chain Shirt), Legendary (Requires Attunement) While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Periapt of Proof against Poison Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Periapt of Proof against Poison Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Periapt of Proof against Poison Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Periapt of Proof against Poison Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Efreeti Chain Armor (chain mail), legendary (requires attunement) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chain devil subcommander can animate them using its Animate Chains ability. Climbing a chain requires a successful DC 16 Strength (Athletics) check.
Map 3.7: Styx Watchtower View Player Version
tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see “Watchtower Locations” for how
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chain devil subcommander can animate them using its Animate Chains ability. Climbing a chain requires a successful DC 16 Strength (Athletics) check.
Map 3.7: Styx Watchtower View Player Version
tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see “Watchtower Locations” for how
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Efreeti Chain Armor (chain mail), legendary (requires attunement) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tomb’s traps and other mechanisms in working order. DC 25: Destroying a Mechanus chain requires the casting of three wish spells. The Shaft The shaft is 400 feet high in total and features deadly
the nearest chain, from that chain to the other, and finally to the opposite balcony. Each of these jumps requires a successful DC 10 Strength (Athletics) check. Any character who fails a check made
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Scab The most obvious way to enter the Scab is through a hole near the top of the Scab (area S1). Climbing a chain or the outer surface of the scab to reach this hole requires a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Scab The most obvious way to enter the Scab is through a hole near the top of the Scab (area S1). Climbing a chain or the outer surface of the scab to reach this hole requires a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tomb’s traps and other mechanisms in working order. DC 25: Destroying a Mechanus chain requires the casting of three wish spells. The Shaft The shaft is 400 feet high in total and features deadly
the nearest chain, from that chain to the other, and finally to the opposite balcony. Each of these jumps requires a successful DC 10 Strength (Athletics) check. Any character who fails a check made