Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'chain walk release'.
Other Suggestions:
chain wall reverse
chaos walk release
charm walk release
chains wall release
claim walk release
Magic Items
Dungeon Master’s Guide
(Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
)
Ring of Elemental Command (Water);Water
Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Equipment
A tetherhook is a martial melee weapon with the reach, two-handed, and Special: Hookpull properties. It is comprised of a hook attached to a chain or strap and deals 1d8 piercing damage on a hit
target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A
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
addition, you can stand on and walk across molten rock as if it were solid ground. Elemental Gem Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break
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
addition, you can stand on and walk across molten rock as if it were solid ground. Elemental Gem Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action on its turn to magically release the four chains by speaking a command word (“uvenfetter”) while within 60 feet of the dragon. Only Storvald and Nilraun know the command word. A knock spell or a
similar effect can unlock a single collar, and a creature can break a single chain by using an action and succeeding on a DC 27 Strength (Athletics) check, or by reducing the chain to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action on its turn to magically release the four chains by speaking a command word (“uvenfetter”) while within 60 feet of the dragon. Only Storvald and Nilraun know the command word. A knock spell or a
similar effect can unlock a single collar, and a creature can break a single chain by using an action and succeeding on a DC 27 Strength (Athletics) check, or by reducing the chain to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Frost Giant Jarl Jarl Storvald is a frost giant, with the following changes: He has 189 hit points. He has a blod stone (see appendix B) bolted to a 50-pound iron chain that he wears around his
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Frost Giant Jarl Jarl Storvald is a frost giant, with the following changes: He has 189 hit points. He has a blod stone (see appendix B) bolted to a 50-pound iron chain that he wears around his
spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Treasure Storvald wears
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the upper vortex at the same rate. The two balconies are separated by a 15-foot-wide gulf, through which jangling chain links rise and fall. Magic that allows characters to fly or to walk on walls
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the upper vortex at the same rate. The two balconies are separated by a 15-foot-wide gulf, through which jangling chain links rise and fall. Magic that allows characters to fly or to walk on walls
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
yank the rod loose, bending it so that their chains are freed. A goblin or bugbear can use its action to release one wolf from its chain.
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
yank the rod loose, bending it so that their chains are freed. A goblin or bugbear can use its action to release one wolf from its chain.
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
related to travel in an Eberron campaign and presents the Gold Dragon Inns, a chain of hotels that offer consistent accommodation for travelers anywhere in Khorvaire. As described in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
related to travel in an Eberron campaign and presents the Gold Dragon Inns, a chain of hotels that offer consistent accommodation for travelers anywhere in Khorvaire. As described in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Scavenger
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Scavenger
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spiritual journeys and seek to transcend mortal concerns. Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance.
—Morning
+1 +1
Con 17 +3 +7
Ability Score Mod Save
Int 14 +2 +6
Wis 21 +5 +9
Cha 14 +2 +2
Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spiritual journeys and seek to transcend mortal concerns. Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance.
—Morning
+1 +1
Con 17 +3 +7
Ability Score Mod Save
Int 14 +2 +6
Wis 21 +5 +9
Cha 14 +2 +2
Skills Insight +9, Medicine +9, Perception +9, Religion +10
Gear Chain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rattling of chains all around them. 12. Dressing Mill Eight orcs work here under the watch of a fire giant. The bucket chain moves from north to south through this room, the iron buckets dangling a few feet
must pass through them to hit its target. The northern and eastern gantries are unlit. The ceiling is 40 feet above the gantries, the floor 50 feet below. The rattling of the bucket chain fills the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rattling of chains all around them. 12. Dressing Mill Eight orcs work here under the watch of a fire giant. The bucket chain moves from north to south through this room, the iron buckets dangling a few feet
must pass through them to hit its target. The northern and eastern gantries are unlit. The ceiling is 40 feet above the gantries, the floor 50 feet below. The rattling of the bucket chain fills the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
orb hanging from a chain above the sarcophagus is made of hammered gold to resemble a smiling sun.
After Acererak slew the trickster gods of Omu and enslaved the city, Napaka, the city’s elderly
queen, chose not to flee, and instead offered herself as a sacrifice in exchange for the release of her people. Acererak was impressed by the queen’s courage — not enough to spare her life or honor her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
orb hanging from a chain above the sarcophagus is made of hammered gold to resemble a smiling sun.
After Acererak slew the trickster gods of Omu and enslaved the city, Napaka, the city’s elderly
queen, chose not to flee, and instead offered herself as a sacrifice in exchange for the release of her people. Acererak was impressed by the queen’s courage — not enough to spare her life or honor her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM