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Returning 35 results for 'check with reverse'.
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check with reverts
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check with revert
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Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Magic Items
Bigby Presents: Glory of the Giants
work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a 30-foot-diameter portal appears before the creature who solved the cube, leading to the northeastern platform
Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it.
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
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
Blue Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
found with a successful DC 10 Wisdom (Perception) check. If the lines of the nursery rhyme (see below) are read aloud in reverse order, starting with the last line and ending on the first, the doors
compartment can also be opened with a knock spell, or with a successful DC 20 Dexterity check made by a character using thieves’ tools. Opening the compartment in either manner triggers the trap (see
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
found with a successful DC 10 Wisdom (Perception) check. If the lines of the nursery rhyme (see below) are read aloud in reverse order, starting with the last line and ending on the first, the doors
compartment can also be opened with a knock spell, or with a successful DC 20 Dexterity check made by a character using thieves’ tools. Opening the compartment in either manner triggers the trap (see
Magic Items
Infernal Machine Rebuild
Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite
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->Infernal Machine Rebuild
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
free the dryads to set the woods back to order. Instead of the hags being disguised as goodly dryads, you might instead choose to reverse the scenario. The Three Mothers might really be dryads in need
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
free the dryads to set the woods back to order. Instead of the hags being disguised as goodly dryads, you might instead choose to reverse the scenario. The Three Mothers might really be dryads in need
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
characters attempting to activate or reverse the abyssal gate, you can also require that the character wearing the crown and holding the scepter must be in physical contact with the standing arch — making it impossible to activate the gate from inside the apparatus of Kwalish or any similar protective device.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
characters attempting to activate or reverse the abyssal gate, you can also require that the character wearing the crown and holding the scepter must be in physical contact with the standing arch — making it impossible to activate the gate from inside the apparatus of Kwalish or any similar protective device.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
knowledge from outlaws crossing into the monastery, asking about good-aligned topics might negate its advantage on the Intelligence check it makes to answer. Alternatively, you might decide that the dock
decreases to ability scores) might then be usable by their original owners to reverse the decrease. If any of those owners are still alive, the stones might help guide the characters to them, allowing the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
knowledge from outlaws crossing into the monastery, asking about good-aligned topics might negate its advantage on the Intelligence check it makes to answer. Alternatively, you might decide that the dock
decreases to ability scores) might then be usable by their original owners to reverse the decrease. If any of those owners are still alive, the stones might help guide the characters to them, allowing the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
miles. 3–4 The purple worm is moving along the tunnel in the opposite direction as the party and appears in front of them. The party must either reverse course or fight the worm. If they reverse course
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
miles. 3–4 The purple worm is moving along the tunnel in the opposite direction as the party and appears in front of them. The party must either reverse course or fight the worm. If they reverse course
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
DC 20 Wisdom (Perception) check to find the secret door at the end of the passage—no form of magic will detect it, save for a gem of seeing. If the characters open the door and enter the room, read
character examines either of the pews in the front row before opening the lid, a successful DC 15 Wisdom (Perception) check reveals that the hinges on this pew are larger than the ones on the pews in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
DC 20 Wisdom (Perception) check to find the secret door at the end of the passage—no form of magic will detect it, save for a gem of seeing. If the characters open the door and enter the room, read
character examines either of the pews in the front row before opening the lid, a successful DC 15 Wisdom (Perception) check reveals that the hinges on this pew are larger than the ones on the pews in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 15 Wisdom (Deception or Persuasion) check to convince the patrol not to attack the party. If Grin Ousstyl is with the party, he quietly suggests that the characters offer the drow a bribe of
protect the city from cave-ins. Any character casting earthquake, move earth, or similar magic within the city triggers a reverse gravity spell (save DC 18) centered on the caster, which takes effect
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tree, flying, or leaping into the air—can use an action to try to snatch a flying fruit from the air, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. Alternatively, a character
bears three hieroglyphs. If translated (see the “Pyramid Features” section; treat the hieroglyphs as a single passage), the hieroglyphs read “float,” “reverse,” and “negate.” If a creature touches both of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tree, flying, or leaping into the air—can use an action to try to snatch a flying fruit from the air, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. Alternatively, a character
bears three hieroglyphs. If translated (see the “Pyramid Features” section; treat the hieroglyphs as a single passage), the hieroglyphs read “float,” “reverse,” and “negate.” If a creature touches both of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 15 Wisdom (Deception or Persuasion) check to convince the patrol not to attack the party. If Grin Ousstyl is with the party, he quietly suggests that the characters offer the drow a bribe of
protect the city from cave-ins. Any character casting earthquake, move earth, or similar magic within the city triggers a reverse gravity spell (save DC 18) centered on the caster, which takes effect
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
unformed substance that dissipates 1d6 rounds later. Left to Right: Githzerai Enlightened and Githzerai Anarch The githzerai are a check on the githyanki and the illithids. The githyanki are a check
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
unformed substance that dissipates 1d6 rounds later. Left to Right: Githzerai Enlightened and Githzerai Anarch The githzerai are a check on the githyanki and the illithids. The githyanki are a check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
glimmer of hope for her salvation. A fragment of the devil’s former self still lingers within her sword, but inspiring Zariel to reverse the course of her destiny is not as easy as simply handing her the
characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
glimmer of hope for her salvation. A fragment of the devil’s former self still lingers within her sword, but inspiring Zariel to reverse the course of her destiny is not as easy as simply handing her the
characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation. A creature attuned
cast that spell again from it until the next dawn. Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation. A creature attuned
cast that spell again from it until the next dawn. Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such
Compendium
- Sources->Dungeons & Dragons->Monster Manual
stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
make a DC 18 Strength (Athletics) check. On a successful check, the creature is no longer buried. Success: Half damage only. Control Weather. The cataclysm casts the Control Weather spell, requiring
Compendium
- Sources->Dungeons & Dragons->Monster Manual
stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
make a DC 18 Strength (Athletics) check. On a successful check, the creature is no longer buried. Success: Half damage only. Control Weather. The cataclysm casts the Control Weather spell, requiring