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Returning 35 results for 'consists warded reduce'.
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Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
can’t fall prone while moving across slippery ice. Snowshoes Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
can’t fall prone while moving across slippery ice. Snowshoes Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Actions
Multiattack. The efreeti makes two scimitar
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Actions
Multiattack. The efreeti makes two scimitar
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
camp’s top three officers. The gatehouse consists of the ground-level entryway, an upper floor that serves as an armory (all of the garrison’s spare weapons and armor are stored here because it’s one of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
camp’s top three officers. The gatehouse consists of the ground-level entryway, an upper floor that serves as an armory (all of the garrison’s spare weapons and armor are stored here because it’s one of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
run off if the characters reduce one or both of them to 13 or fewer hit points. S4. South Research Shed One of two small research sheds on the central islet, this building holds supplies and equipment
for Witherbloom students and faculty doing research in Sedgemoor. Moss and fungi harvesting kits can be found here. Each kit weighs 1 pound, consists of various cutting and collecting tools, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand there. She can collapse tunnels (see the “Iymrith’s Lair: General Features” sidebar) as well as burrow new ones, as needed. IYMRITH'S LAIR: GENERAL FEATURES
The dragon’s lair consists of a
. (Multiple creatures working together can reduce the amount of time accordingly.) Any creature in the marked section of tunnel when it collapses must make a DC 15 Dexterity saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand there. She can collapse tunnels (see the “Iymrith’s Lair: General Features” sidebar) as well as burrow new ones, as needed. IYMRITH'S LAIR: GENERAL FEATURES
The dragon’s lair consists of a
. (Multiple creatures working together can reduce the amount of time accordingly.) Any creature in the marked section of tunnel when it collapses must make a DC 15 Dexterity saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
run off if the characters reduce one or both of them to 13 or fewer hit points. S4. South Research Shed One of two small research sheds on the central islet, this building holds supplies and equipment
for Witherbloom students and faculty doing research in Sedgemoor. Moss and fungi harvesting kits can be found here. Each kit weighs 1 pound, consists of various cutting and collecting tools, and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
single character 1 hour. Multiple characters working together can reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the Scaly Eye members, who
half as much damage on a successful one. Treasure. The treasure around the statue consists of a scimitar of speed, a cloak of the manta ray, a masterwork painting of a ship at sea set in a gold frame
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
single character 1 hour. Multiple characters working together can reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the Scaly Eye members, who
half as much damage on a successful one. Treasure. The treasure around the statue consists of a scimitar of speed, a cloak of the manta ray, a masterwork painting of a ship at sea set in a gold frame
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
other garments upon request. Feldmar teaches a compulsory class on simple stitching to adjutants in an effort to reduce the amount of basic patchwork he and his family do to keep the Avowed neatly
dark green stone that glows with an inner light. An arcane lock spell seals the door, which is further warded against all damage. Here, a Keeper of the Emerald Door (a mage) stands at all times to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are described below. Intelligence (Investigation), DC 15. As
the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are described below. Intelligence (Investigation), DC 15. As
the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
other garments upon request. Feldmar teaches a compulsory class on simple stitching to adjutants in an effort to reduce the amount of basic patchwork he and his family do to keep the Avowed neatly
dark green stone that glows with an inner light. An arcane lock spell seals the door, which is further warded against all damage. Here, a Keeper of the Emerald Door (a mage) stands at all times to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can remove a barricade in 30 minutes. Multiple characters working together can reduce this time proportionately. X6: Forgotten Garden A haze of spores fills this large room, three corners of which
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can remove a barricade in 30 minutes. Multiple characters working together can reduce this time proportionately. X6: Forgotten Garden A haze of spores fills this large room, three corners of which
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to
old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to
old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
treasure secured and removed from the city without drawing the attention of Neverwinter’s tax collectors. He tells the characters that the treasure is small but its container is warded, and that they should
characters rescue Oppal from the holes, she gratefully provides information on the whereabouts of Omin Dran’s treasure cache, which consists of rare black diamonds mined from the rim of Mount Hotenow
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pig carcasses toward the arch and heave them through, while blades scythe across the opening and reduce each body to a heap of blood, flesh, and bone that collects on the far side. Two skeletons then
are filled with ravenous ooze spawn that are nourished into full-grown oozes by feeding them pig meat. Each pool contains gray oozes, ochre jellies, or black puddings. The pools are magically warded to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use