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Returning 35 results for 'confined way release'.
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Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
Magic Items
Dungeon Master’s Guide
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Magic Items
Dungeon Master’s Guide
within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are
way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Monsters
Tomb of Annihilation
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
Monsters
The Wild Beyond the Witchlight
unwavering sense of honor.
Alignment. Lawful good.
Personality Trait. “My speech is riddled with references to adventures I have undertaken.”
Ideal. “A little kindness goes a long way
upbeat demeanor and is a strict observer of noble etiquette and courtesies. He knows the way to Downfall and can point charactersin the right direction. He can also impart the following useful information
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Mace of Terror
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must
succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it
Equipment
Combat
Utility
Whimsy
15
15
15
These black disks are covered in a continuous spiral that moves to the center of the disk—believed to be an ancient and lost way of
recording knowledge. Some sages know how to unlock the messages within the grooves, while many Obojiman potion makers grind or melt these “records” to release the magic they contain. These
Mirror of Life Trapping
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the
the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.
In a similar way, you can use an action to speak a second command word and free one
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Dream Spores 5th-Order Telepathy Power Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You release a burst of psionic spores. Each creature you can see
within 30 feet of you must succeed on an Intelligence saving throw or be charmed by you for the duration. While charmed in this way, a creature must use their movement during their turn to move within 10
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Dream Spores 5th-Order Telepathy Power Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You release a burst of psionic spores. Each creature you can see
within 30 feet of you must succeed on an Intelligence saving throw or be charmed by you for the duration. While charmed in this way, a creature must use their movement during their turn to move within 10
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wandering Monsters Monsters roam through all areas of the mine. Random encounters remind players that monsters aren’t necessarily confined to specific areas, and that no part of the dungeon is safe
. Encounters with wandering monsters are an effective way to keep the players and characters on their toes, alleviate player boredom, and tax party resources. However, having too many random encounters
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wandering Monsters Monsters roam through all areas of the mine. Random encounters remind players that monsters aren’t necessarily confined to specific areas, and that no part of the dungeon is safe
. Encounters with wandering monsters are an effective way to keep the players and characters on their toes, alleviate player boredom, and tax party resources. However, having too many random encounters
Magic Items
Lost Laboratory of Kwalish
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
yank the rod loose, bending it so that their chains are freed. A goblin or bugbear can use its action to release one wolf from its chain.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
yank the rod loose, bending it so that their chains are freed. A goblin or bugbear can use its action to release one wolf from its chain.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
than a century ago, adventurers investigating the abbey found a way inside the watchtower. They slew the Aberrations’ beholder leader and dispelled the Far Realm magic that isolated the spire. Time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
than a century ago, adventurers investigating the abbey found a way inside the watchtower. They slew the Aberrations’ beholder leader and dispelled the Far Realm magic that isolated the spire. Time
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Swords The characters don’t get this quest in the customary way, which is to say that the residents of Caer-Dineval aren’t counting on adventurers to help them. The quest falls into the party’s
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prophecy in a way that will bring them victory. Though the Lords of Dust are mighty enough on their own, they serve greater masters known as the overlords (see chapter 6). Unfathomably powerful fiends, the
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prophecy in a way that will bring them victory. Though the Lords of Dust are mighty enough on their own, they serve greater masters known as the overlords (see chapter 6). Unfathomably powerful fiends, the
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Swords The characters don’t get this quest in the customary way, which is to say that the residents of Caer-Dineval aren’t counting on adventurers to help them. The quest falls into the party’s
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, the character is knocked prone and washed down to area 1, taking 1d6 bludgeoning damage along the way. The goblins in area 7 can release a second flood by opening the second pool, but they don’t do
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, the character is knocked prone and washed down to area 1, taking 1d6 bludgeoning damage along the way. The goblins in area 7 can release a second flood by opening the second pool, but they don’t do
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle, such as a river, that shows no tracks. The weather conditions or terrain changes in a way that makes tracking harder. The DC for the check depends on how well the ground shows signs of a creature’s
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ruin. The soul of their eldest son, Osvaldo, was taken immediately. What was left behind was transformed into a chain devil, which the Cassalanters confined to their attic. Their two youngest children
followers to their cult of devil worship, which was Asmodeus’s plan all along. Reneging on a contract with Asmodeus is a luxury no mortal can afford, but there is a way for Lord and Lady Cassalanter to