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Returning 34 results for 'check which repairs'.
Other Suggestions:
check which regains
check which remains
check which retains
check which repair
check which repaired
Monsters
Planescape: Adventures in the Multiverse
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
Lady of Pain.
Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A
DC 15 Intelligence check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle’s exhaustion level decreases by 1. If the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
100+ GP of spare parts to make the emergency repairs. After 1 hour of work, the creature makes a DC 16 Dexterity (Sleight of Hand) or Intelligence (Arcana) check using Carpenter’s Tools, Smith’s
Repairs In addition to the ship repair rules described in the Player’s Handbook, elemental airships can be repaired in an emergency during travel with specialized means. If the airship or one of its
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
(Perception) check. On a successful check, the character finds a survivor buried under one of the debris piles: an autognome named Wizpop (see the accompanying sidebar). Wizpop
Autognome Survivor
autognome parts and tinker’s tools. To find the right parts, a character must spend 10 minutes searching through debris on the Hollow Deck and succeed on a DC 15 Intelligence (Arcana) check. Once the
Magic Items
Infernal Machine Rebuild
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
its mishap threshold. The infernal war machine fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5. If a mishap has a repair DC, the mishap can be
ended by making repairs to the vehicle (see “Repairs” below). Mishaps d20 Mishap Repair DC
1 Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mahogany. Any of the doors might be swollen shut, requiring a successful DC 10 Strength (Athletics) check to open. Less obviously, the structure supernaturally resists damage. While dormant, the house
appears to take damage normally, though soggy woods prevent fire from spreading. After 24 hours, though, any damage to the house repairs itself. After the house wakes, damage to the structure heals
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
character with weaver’s tools can mend the clothing while taking a short rest. A mending spell also repairs the damage. Shortly after nightfall or whenever the party decides to take a long rest, the
Strength (Athletics) check to climb the cliff face. On a failed check, the character still makes it to the top but gains 1 level of exhaustion, or 2 levels of exhaustion if the check fails by 5 or more.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s
message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).
Actions
Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
unoccupied. The doors to fore and aft are not locked (but see area 3), and the ship’s wheel turns easily and freely. A character who makes a successful DC 10 Intelligence check determines that the wheel
is no longer connected to the ship’s rudder, and it can’t be used to steer the ship until the vessel undergoes extensive repairs. The deck is marred in places by bloodstains, noticeable to someone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Frostskimmr must be hauled onto an ice floe for repairs that take half a day. Roll normally for events during that time, but reroll any total of 7 or higher. Giant Octopuses. This event can occur by
try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each creature
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are used, Frostskimmr must be hauled onto an ice floe for repairs that take half a day. Roll normally for events during that time, but reroll any total of 7 or higher. Giant Octopuses This event can
merrow try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is
the fingers of which are caves where Mad Maggie oversees repairs to several infernal war machines (see appendix B for infernal war machine rules and stat blocks). Around this hill is a ring of debris
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
lies in pieces. The Mosaic Mimir can be physically repaired by a character who spends an hour and succeeds on a DC 12 Intelligence (Arcana) check. Zaythir can repair it if the characters can’t. While
this repairs the mimir physically, it doesn’t restore the lost information about the Outlands. The mimir once knew information about all the gate-towns and their portals to the Outer Planes, but it is
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
character who tries to repair it must succeed on a DC 10 check. Strength, Dexterity, or Intelligence are good abilities to use. Characters that are proficient with Carpenter’s Tools, Smith’s Tools
; Mending only repairs nonmagical objects, and the bowl regains its magic if the spell is used on it. If a character casts Mending, the characters only need to succeed on two ability checks to repair
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pockets, creating a maze of sorts.
A successful DC 12 Intelligence (Nature) or Wisdom (Survival) check confirms that the storm is not natural. It might have been manipulated by a powerful spell, an
, directing the crew operating the vehicle’s weapons in case enemies appear Lookout, watching for dangers Mechanic, leading the crew battening down the hatches and making repairs Additional characters in a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
structure, or use the materials to repair the damage. Each character helping must make a single DC 12 Strength check or DC 12 Dexterity check, whichever is appropriate. A character who attempts either
check who also has proficiency in a relevant set of artisan’s tools (such as mason’s tools) has advantage on their check. As long as the characters make at least two successful checks, they help
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
stunned silence. Then their questions come in a wave of shouting, anger, and fear.
With a successful DC 12 Charisma (Intimidation or Persuasion) check, the characters can help the mayor regain control
or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. Once the villagers have accepted the evacuation plans, they assist Mayor Raven, Darrett, and the characters in preparing to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
step up. Catching the mandolin requires a successful DC 13 Dexterity (Acrobatics) check, and if no party member tries to do so, it crashes to the ground at the characters’ feet. The tavern is called
wagon wheel has just given out. Repairing Dabahl’s wagon takes at least 1 hour and requires a successful DC 18 Strength (Athletics) or Wisdom (Survival) check. The DC drops to 10 if the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
involved but has no intention of proceeding with repairs. The arrival of the characters provides her with a welcome distraction. Characters will have a tough time convincing Esvele that they have come for
dwarf engineers and requires a successful DC 20 Wisdom (Perception) check to locate. Esvele has already disarmed a magic trap on the door, rendering it safe to open. Beyond it lies a dusty staircase that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
15 Wisdom (Insight) check realizes Fel is bluffing—the tiefling secretly reckons she would be lucky to clear 1,000 gp—but she has always suspected Krux of having deep pockets and has no qualms about
succeeding on a DC 18 Charisma (Intimidation or Persuasion) check. The check is made with advantage if the characters refund the rest of Fel’s lease payment (400 gp). If the check fails, Fel is unmoved
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Can the characters spare 1,000 gp (a tenth of the sailing ship’s worth) for repairs? And what happens if the ship gets into trouble and the characters are constantly called upon to rescue the crew and
successful DC 12 Intelligence (Investigation) check to find. A successful DC 15 Dexterity check using thieves’ tools opens the chest. Smashing the chest open requires a successful DC 10 Strength check, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
and succeed on a DC 15 Wisdom (Insight) check realize Mickey’s plight. They can then attempt to remove the bone fragment without permanently inhibiting Mickey’s stride. A successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character who examines Quintus and succeeds on a DC 11 Intelligence (Arcana) or Wisdom (Medicine) check determines that the aasimar was killed by three bolts of magical force identical to those created by
Intelligence (Investigation) check, that the killer likely didn’t come from Meldar’s cabin. Raising the Dead. A character who has the raise dead spell prepared can use it to restore Quintus to life. (The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. Random Encounters at Sea You can check for random encounters at sea as often
as you would check for them on land (see chapter 3 for more information). The Random Encounters at Sea table presents a number of options and ideas. Random Encounters at Sea d12 + d8 Encounter 2
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Perception) check. Any monk whose face is seen shows an identical grim countenance — a face flayed nearly to the bone, the result of a brutal initiation to better match the appearance of the Grand
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
share that information until Valin’s true nature is revealed to her. With suitable roleplaying or a successful DC 15 Charisma (Persuasion) check, Alessia agrees to escort the characters through area T3
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
time, waking only on nights of the new moon. Other thanes who earlier allowed themselves to be corrupted by the Steinfang were held in check by King Hekaton, but with him out of the way, Kayalithica is
asks to remain aboard, offering to oversee repairs and serve as an emergency medic. The first time he and Tick Tock are left aboard the airship by themselves, they try to steal it and fly away.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice. The arched ceiling is covered with icicles.
This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
(Arcana) check recognizes that the magic runes inscribed on the obelisk represent all eight schools of magic. If the check result exceeds the DC by 5 or more, the character also identifies runes relating
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
noisiest section of the dorm, just outside the washrooms.
Veena is testing the new cadets. A character who succeeds on a DC 15 Charisma (Intimidation) check can scare her and her friends away
Dexterity (Acrobatics) check. Swing from ropes through a spinning wheel of maces, requiring a successful DC 12 Dexterity saving throw. Climb a slippery pole and ring a gong at the top, requiring a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
contains copper nails, and the cask is three-quarters full of hard, dry tar. These supplies are used to make regular repairs about the ship. 6. Ship’s Galley A crude metal stove, not lit, leans against
silver jug on the table contains wine and is worth 25 gp. The chest is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves’ tools. The key to the chest lies
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
moldy husks of devoured vegepygmies. Treasure. A character who searches the bones and succeeds on a DC 14 Intelligence (Investigation) check finds a violet key card. S2: Drop Tubes (Blue) A ten-foot
and succeeds on a DC 14 Intelligence (Investigation) check deduces the holes in its frame were created by a series of intensely hot beams. A cursory examination of the robot reveals something
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, you might allow them to make a DC 14 Intelligence or Wisdom check (perhaps modified by proficiency in Arcana, Nature, or Religion) to determine the nature of simple omens, with a success indicating that
dramatically, then repairs itself.
4 32 A four-winged bird circles overhead.
5 33 The sun or moon appears to have four glowing wings.
6 34 Water or wind sounds like cheering






