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Returning 35 results for 'comes wardens requires'.
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comes warding required
comes warded required
Equipment
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Kyuss requires no air, food, drink, or sleep.Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
Manacles
Legacy
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Equipment
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of
manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Blue Slaad (control gem variant)
Legacy
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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
ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
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","rollType
longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
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","rollType":"damage","rollDamageType
slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning
Red Slaad (control gem variant)
Legacy
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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
be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
which Otto the faerie dragon comes and goes from the castle. The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check. Tiny letters
open with a crowbar or similar tool. Prying the trapdoor open requires a successful DC 18 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
which Otto the faerie dragon comes and goes from the castle. The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check. Tiny letters
open with a crowbar or similar tool. Prying the trapdoor open requires a successful DC 18 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
willing to donate some of their magic to the process.
The last step of the reversal process requires a powerful Fey creature to participate in a ritual to remove all remnants of the transformative magic. As with most Fey, this participation almost always comes at a steep cost.
Hags to join them and form a coven. Very few people are twisted enough to seek to transform themselves into a Hag. The power it provides is not worth the pain and anguish that comes with it. Yet that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Targets A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of
to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
25 feet high. Ceilings of small caverns are 30 to 40 feet high, and those of the large caves 45 to 60 feet. Illumination. Light in this area comes from torches and from cressets that are actually
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
25 feet high. Ceilings of small caverns are 30 to 40 feet high, and those of the large caves 45 to 60 feet. Illumination. Light in this area comes from torches and from cressets that are actually
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Targets A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of
to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into