Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'creating with removing'.
Other Suggestions:
creating with roving
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area involves creating a two-headed owlbear by infusing an owlbear—a classic creation of Thessalar’s—with ettin’s blood. Creatures Four lizardfolk shamans work here as lab managers, overseeing the
covered with dials, switches, and buttons—including a light-purple button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area involves creating a two-headed owlbear by infusing an owlbear—a classic creation of Thessalar’s—with ettin’s blood. Creatures Four lizardfolk shamans work here as lab managers, overseeing the
covered with dials, switches, and buttons—including a light-purple button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
hieroglyph on the dial causes the dial to turn, revealing the next symbol in the sequence. The gold medallion is attached to the stone block with sovereign glue, and removing it requires universal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
hieroglyph on the dial causes the dial to turn, revealing the next symbol in the sequence. The gold medallion is attached to the stone block with sovereign glue, and removing it requires universal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
removing, and that the substitute class features contribute to the class’s effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 3: Balance Dice are a reliable way to randomize a variety of gameplay elements. Throughout its history, Dungeons & Dragons has relied on dice to do everything from creating encounters with
by removing cards once they’ve been drawn. Position and Orientation. You can assign meaning to a card’s position or orientation in addition to its numeric or symbolic value. For example, in a tarot
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 3: Balance Dice are a reliable way to randomize a variety of gameplay elements. Throughout its history, Dungeons & Dragons has relied on dice to do everything from creating encounters with
by removing cards once they’ve been drawn. Position and Orientation. You can assign meaning to a card’s position or orientation in addition to its numeric or symbolic value. For example, in a tarot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
removing, and that the substitute class features contribute to the class’s effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
each), for 46,000 XP total Troubleshooting When creating and running combat encounters, keep the following in mind. Many Creatures. The more creatures in an encounter, the higher the risk that a lucky
. This guideline is especially important for characters of level 1 or 2. Adjustments. A player’s absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
each), for 46,000 XP total Troubleshooting When creating and running combat encounters, keep the following in mind. Many Creatures. The more creatures in an encounter, the higher the risk that a lucky
. This guideline is especially important for characters of level 1 or 2. Adjustments. A player’s absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with sight rot (detailed in the Dungeon Master’s Guide). Strong wind disperses the mist for 1 minute, while removing its source in the Crystal Caves causes the mist to vanish. Through the Falls
(Investigation) check surmises that the scraps of fabric and rope are all that remains of a blimp-like balloon the ship was once suspended from. Below Decks. The ship’s lower decks are crushed, creating a narrow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with sight rot (detailed in the Dungeon Master’s Guide). Strong wind disperses the mist for 1 minute, while removing its source in the Crystal Caves causes the mist to vanish. Through the Falls
(Investigation) check surmises that the scraps of fabric and rope are all that remains of a blimp-like balloon the ship was once suspended from. Below Decks. The ship’s lower decks are crushed, creating a narrow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
this encounter: 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total Troubleshooting When creating and running combat encounters, keep the following in mind
absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
this encounter: 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total Troubleshooting When creating and running combat encounters, keep the following in mind
absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, creating giant wheels.
Two robed figures whip five sorry-looking humans into pushing against the crossbeams of the westernmost wheel with all their might. As the wheel turns slowly counterclockwise
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, creating giant wheels.
Two robed figures whip five sorry-looking humans into pushing against the crossbeams of the westernmost wheel with all their might. As the wheel turns slowly counterclockwise
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
try to lift the slab, creating a passable opening with a successful DC 18 Strength (Athletics) check. T2: False Entrance Strange pockmarks line the walls of this corridor, at the end of which is a set
condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
try to lift the slab, creating a passable opening with a successful DC 18 Strength (Athletics) check. T2: False Entrance Strange pockmarks line the walls of this corridor, at the end of which is a set
condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stone in this room was badly weakened in the mind flayer assault. The statues fall to pieces if disturbed, creating difficult terrain across the southern half or northern half of the room, depending on
haunting here (see “Crypt Hauntings” in the “Crypt Features” section). Fixing the door and removing the mind flayer skull puts the haunt to rest. Repairing the door requires several minutes of work with a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stone in this room was badly weakened in the mind flayer assault. The statues fall to pieces if disturbed, creating difficult terrain across the southern half or northern half of the room, depending on
haunting here (see “Crypt Hauntings” in the “Crypt Features” section). Fixing the door and removing the mind flayer skull puts the haunt to rest. Repairing the door requires several minutes of work with a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) score of 14 score or higher find a slit in the wall that peels open when touched, creating an opening. Characters who succeed on a DC 14 Intelligence (Investigation) or Wisdom (Perception) check
of a beholder lair described in the Monster Manual). Mublinesh has already slain 96 intruders and has started remodeling the area by removing some of the walls. It doesn’t attack mind flayers or anyone
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) score of 14 score or higher find a slit in the wall that peels open when touched, creating an opening. Characters who succeed on a DC 14 Intelligence (Investigation) or Wisdom (Perception) check
of a beholder lair described in the Monster Manual). Mublinesh has already slain 96 intruders and has started remodeling the area by removing some of the walls. It doesn’t attack mind flayers or anyone
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
removing it from the room renders it nonmagical. If a character threatens to destroy Oak, the painting reveals that Zorhanna’s vault is “hidden in the tower pool beyond the bathroom,” then nods toward
out a terrible howl as it disperses. Creating these stalkers takes energy the entity needs to free itself from the extradimensional rift, so it won’t create more than three of them. Escaping the Rift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
removing it from the room renders it nonmagical. If a character threatens to destroy Oak, the painting reveals that Zorhanna’s vault is “hidden in the tower pool beyond the bathroom,” then nods toward
out a terrible howl as it disperses. Creating these stalkers takes energy the entity needs to free itself from the extradimensional rift, so it won’t create more than three of them. Escaping the Rift