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Returning 35 results for 'check wall reduce'.
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check wall reduced
Spells
Player’s Handbook
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
Magic Items
Dungeon Master’s Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
Magic Items
Dungeon Master’s Guide
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
Monsters
Guildmasters’ Guide to Ravnica
): alter self, darkvision, enlarge/reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals
, polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weatherScimitar. Melee
Spells
Xanathar's Guide to Everything
the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it
Monsters
Guildmasters’ Guide to Ravnica
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
Monsters
Mordenkainen Presents: Monsters of the Multiverse
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
Monsters
Storm King's Thunder
check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
Monsters
Divine Contention
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
DC 14 Strength check.
Consume Life. The parasite deals 12 (3d6 + 2);{"diceNotation":"3d6+2","rollType":"damage","rollAction":"Consume Life","rollDamageType":"necrotic"} necrotic damage to one creature
the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
Monsters
Guildmasters’ Guide to Ravnica
: druidcraft
3/day each: dispel magic, entangle, plant growth, spike growth
1/day each: moonbeam, grasping vine, wall of thorns
Magic Resistance. The dryad has advantage on saving throws against spells and
become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
graystaff.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: hold person
1/day each: cone of cold, ice storm, wall of iceBheur hags live in
Monsters
Princes of the Apocalypse
innately cast the following spells, requiring no material components:
At will: meld into stone, move earth, wall of stone
Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can
Strength check, ending the effect on itself or another creature within its reach on a success.
Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area
Monsters
Domains of Delight: A Feywild Accessory
on ceilings, without needing to make an ability check.
Web Walker. Yarnspinner ignores movement restrictions caused by webbing.
Web Weaver (3/Day). Yarnspinner can take 1 minute to craft one of the
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
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
it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Psionic Bolt
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The
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
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
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
friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Monsters
Fizban's Treasury of Dragons
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
-foot drop and on the left by a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands
Monsters
Fizban's Treasury of Dragons
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands jut from the water below the
Magic Items
The Book of Many Things
death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can’t reduce your hit point maximum below 10 hit points. This
(chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn’t recovered within 1 hour, it disappears forever.
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
Tsunami
Legacy
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves