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Returning 12 results for 'checks where reappear'.
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checks where reappears
checks where reaper
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Mystery Mine Propelled by magic, mine carts laden with fairgoers trundle into an opening carved like a dragonâs mouth. The carts reappear moments later on the far side of the attraction, with the
advantage on all Charisma-based ability checks made at the carnival. This effect lasts until the crowning of the Witchlight Monarch (see âTimed Eventsâ toward the end of the chapter). Any character who
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see âAdvantage and Disadvantageâ in the Basic Rules). For more information on secret doors, see the âGeneral Featuresâ section above. If he manages
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation
(Perception). The character finds treasure the bandits missed (see below).
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
reduced to dust. Unless noted otherwise, a characterâs life expectancy is around 100 years. If a character is killed in this way, the multiversal glitch causes them to reappear somewhere out of the other
succeeding on three DC 16 Charisma (Deception) checks. These checks can be made once every 10 minutes during the game. A character doesnât need to be playing the game to goad the Fiends. Winning the Game. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in combat. A Far Realm friend that is killed does not reappear in front of the rift. If that character is subsequently rolled on initiative count 10, no Far Realm friend enters the fight that round
these arms, the character has advantage on weapon attack rolls, Strength (Athletics) checks, and Dexterity checks using thievesâ tools.
6 If a Far Realm friend appears in the next round, roll
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
âOrrery Vaultâ below for more information. Picking the Locks. Three consecutive successful DC 20 Dexterity checks using thievesâ tools are required to open an outer vault door. Failing any check
the vaultâs keys. Any character who has read the vault records (found in Ironbeardâs quarters or Lady Kira and Lord Zardakâs quarters) has advantage on checks to open a vault door. Vault Walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
walkways are rotting or missing entirely in many places. The aarakocra donât need them and have no reason to repair them. To reach the monastery from the ground, a character must make three ability checks
. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
avatars must be defeated before the Sage door can be opened. The avatars fight until destroyed. Once defeated, they donât reappear even if the adventurers pass through this room again. Escaping the Room
Charisma checks and expects its every command to be quickly obeyed. This charm can be bestowed only once, and it can be removed with the Remove Curse spell. Secret Doors. There are two secret doors
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
for trails have disadvantage on ability checks made to find them and to avoid becoming lost. When the characters first arrive at Shadowtop Cathedral, no one else is present, and there are no tracks on
reappear thereafter. If the frost giant skull is removed from its resting place under the tree, the Uthgardt spirits are laid to rest and the ghosts donât reappear. The oak tree has AC 15, 100 hit
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, a creature in the Hall of Illusions can pass through it and reappear in front of the mirror or in the nearest unoccupied space. Once the portal closes, it canât be reopened except by touching the
normal size at the end of the hall closest to area B10. Shrunken creatures have disadvantage on Strength checks and Strength saving throws, and their weapons deal 1d4 less damage at one-half to one
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
delighted anticipation.
When the characters pass through the fey crossing in the Cave of Echoes (see area C7), they vanish and reappear in the center of this fairy ring. The characters all appear at the
have succumbed to the entrancement of the Fountain All Heal (area G9) instinctively know the correct path through the maze, automatically succeeding on checks to navigate it. Hedges. The hedge wall is






