Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 23 results for 'cube of simple'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        core of simple
                                    
                                
                                    
                                        cure of simple
                                    
                                
                                    
                                        cause of single
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one
                                                
                                            
                                                
                                                     direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the
                                                
                                            
                                                
                                                     flow of the water as you direct, up to 5 feet in any direction. This movement doesnât have enough force to cause damage.
You cause the water to form into simple shapes and animate at your
                                                
                                            
                                        
                                                    Death Tyrant
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
                                                
                                            
                                                
                                                     the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
                                                
                                            
                                        
                                                    Beholder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
                                                
                                            
                                                
                                                     object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10);{"diceNotation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Sands into physical objects as it desires. If the creature succeeds on a DC 10 Charisma (Performance) check, the creature can form up to a 5-foot cube of the sand into any shape. The resulting object is
                                                
                                            
                                                
                                                     made of sparkling, crystalline sand and lasts for 1 hour. For every 5 by which the creature exceeds the DC, the creature can either shape an additional 5-foot cube or increase the duration by 1 hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new
                                                
                                            
                                                
                                                     location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new
                                                
                                            
                                                
                                                     location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
                                                
                                            
                                                
                                                     movement doesnât have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the waterâs color or opacity. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
                                                
                                            
                                                
                                                     movement doesnât have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the waterâs color or opacity. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Example Simple Traps The following simple traps can be used to populate your adventures or as models for your own creations.  Bear Trap Simple trap (level 1â4, dangerous threat) A bear trap resembles
                                                
                                            
                                                
                                                     adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thievesâ tools disables it. Crossbow Trap Simple trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     or tend these creatures but do tolerate their presence. A visit from a gelatinous cube or a carrion crawler probably is the only âhousekeepingâ a hill giantâs den ever sees. Ghouls are known to lurk
                                                
                                            
                                                
                                                     around the edges of hill giant encampments, but theyâre less welcome than other kinds of scavengers. With their greater craftiness â especially if theyâre led by a ghast â ghouls can use simple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     comply. Meeting Nim 
 Nimblewright Detector
 Nim understands Common but canât speak. It has developed a simple sign language that Valetta and other members of the temple staff understand. After the
                                                
                                            
                                                
                                                     least a 10-foot cube of unoccupied space in which to deploy, and it doesnât open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     manipulating a simple tool or opening a door or a container.
  Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
                                                
                                            
                                                
                                                     disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  Death Ray. The targeted creature must succeed on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
 Percentile dice, or d100, work a little differently
                                                
                                            
                                                
                                                    , attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
 1. Roll the die and add a modifier. Roll a d20 and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  Sleep Ray. The
                                                
                                            
                                                
                                                     creation of magical force, this ray disintegrates a 10-foot cube of it.
  Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     spill down and out into the surrounding pool. 6 A team of handlers from House Vadalis walk alongside a small gelatinous cube. "We're trying it out, seeing if it can help keep things clean," they say. 7
                                                
                                            
                                                
                                                     A magewright offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. "We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     and lowers an elevator car that has a retractable wooden gate on the side opposite the crane. The elevator car is a hollow wooden cube measuring 10 feet on each side. It takes 1 minute for the car to
                                                
                                            
                                                
                                                     travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     and lowers an elevator car that has a retractable wooden gate on the side opposite the crane. The elevator car is a hollow wooden cube measuring 10 feet on each side. It takes 1 minute for the car to
                                                
                                            
                                                
                                                     travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     locked, and Alessia carries the key. This room is furnished with a simple cot, a small footlocker, a round table and chair, and a wooden cupboard with one door ajar. Small figurines of cats set along the
                                                
                                            
                                                
                                                     a long braid. She is dressed in the simple yellow robes, belted sash, and leather sandals of the priesthood of Savras, and bears the customary third-eye tattoo on her forehead.
 Naive curiosity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     who holds raw meat near a giant lizard can successfully give that lizard simple commands (such as âfollow me,â âgo where I point,â or âbite herâ) for 10 minutes without giving the lizard the meat. If
                                                
                                            
                                                
                                                     (Athletics) check. A creature freed in this way is no longer restrained by the webbing. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away, dealing 5 (2d4) fire damage to any creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     side bears a gilded plaque that reads âStateroom.â
 The port door is locked and leads to a guest stateroom that now serves as Figaroâs living quarters. Due to his paranoid state, Figaro uses a Cube of
                                                
                                            
                                                
                                                     floorboards jutting upward beneath the canvas. Z8: Stateroom Zoltan Boros  The Lambent Zenithâs first mate, Figaro, is experiencing the effects of a Modify Memory spell The stateroom is simple but elegant. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     the door is opened, it closes on its own 1 minute later, although any obstruction placed in the doorway prevents it from doing so. The door can be opened from the western side with a simple push. 10
                                                
                                            
                                                
                                                     otherwise engaged, laughing and mocking as it does so. Secret Door. Finding the door on the southern wall requires a successful DC 20 Wisdom (Perception) check. The door opens with a simple push inward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     mannequins for target practice. The bathtub, which he has converted into a bed, is padded with straw and mangy furs. Wooden Cage. A simple latch holds the cage door shut. The rust monster canât harm
                                                
                                            
                                                
                                                     magical lights, each one the size of a human eyeball. The lights fill a 10-foot cube in the middle of the room, and the beholder can throw its voice so that it seems to emanate from the same area. Any
                                                
                                            
                                        






