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Returning 35 results for 'deals impact are barred'.
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Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects
":"damage","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.Multiattack. The tempest
damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage
Oil (flask)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a
, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Equipment
Stored in a flask, this concoction is Alchemist's Fire (flask);alchemist's fire, except it deals 7 (2d6) fire damage at the start of the target’s turns.
As an action, you can throw this
flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's doom as an improvised weapon. On a hit, the target takes 7 (2d6) fire damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
throw fails by 5 or more, the character falls in the pit. Someone who falls into the pit always comes down on a bush, cushioning the impact. The fall deals only 3 (1d6) bludgeoning damage, but the character lands on a plant’s adhesive blossoms.
38. Barred Pit The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, stables, and warehouses, and two concentric rings of high protective walls with gates that are firmly closed and barred by night. (Individuals can pay stiff fees to be raised and lowered after sunset
. Innkeeper Nalaskur Thaelond (male half-elf spy) keeps careful watch over who comes and goes from his inn; it’s where Zhentarim meet to broker deals in commerce illicit in Waterdeep, such as smuggled goods
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. On its turn, it flies toward one party member at random and makes a melee weapon attack (+0 to hit) against that character. On a hit, the bird deals 2 (1d3) piercing damage as it slams into the
character with surprising force. On a miss, it crashes. Either way, it’s destroyed on impact. After the attack, Nim withdraws into the temple’s attic through a secret hatch in the roof and lies low, hoping the characters don’t report the incident to the temple’s acolytes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illusions. Den’iyas, Upper Menthis Little Xen’drik This area of small shops deals in antiquities and relics recovered from Xen’drik and the ruins below Sharn. Cloud Antiquities specializes in giant
artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
also extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.
Actions
Multiattack. The tempest makes two Thunderous Slam attacks
line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
final 40 feet before impact. Because the reducing effect creates more relative distance between the creature and the cavern floor, a fall from anywhere on the castle deals 20d6 bludgeoning damage on impact.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
plane beyond—and their impact craters mar the battlefield. This battlefield is keyed to map 10.1. The characters start anywhere in the southernmost 10 feet of the map. Five neutral evil human and
its speed is 0 until the end of the turn. Difficult Terrain. The heaps of debris and the impact craters surrounding the Acheron projectiles are difficult terrain. Gate to Acheron Battlefield Events
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
its pseudopods (+7 to hit). On a hit, a pseudopod deals 21 (6d6) acid damage, or 42 (12d6) acid damage while the ooze is enlarged. The ooze has the Enlarge and Invisibility traits below. Enlarge
alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Resolution and Consequences You determine the consequences of attack rolls, ability checks, and saving throws. In most cases, doing so is straightforward. When an attack hits, it deals damage. When a
increase the impact of the success or failure. For example, rolling a 1 on a failed attempt to pick a lock might break the thieves’ tools being used, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
1st level spells are commonplace. Magewrights, wandslingers, and dragonmarked heirs can all produce these sorts of effects, and you’ll see the impact of this magic as part of everyday life. Common
magic items can be found in any community and purchased in any major city, provided you can find a shop or dragonmarked enclave that deals in what you’re looking for. Common magic items generally range
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.
Actions
Multiattack. The tempest makes two attacks with its thunderous slam.
Thunderous Slam. Melee
a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, one at either end of the hallway and a set of double doors on the midpoint of the western wall.
The door to the north is barred, though it seems to have no latch. The image of a bear holding a disk
into the 15-foot-deep pit. A fall into the pit deals 11 (2d10) bludgeoning damage. The spikes are hard rubber wrapped around balsa wood, placed for artistic effect. Southern Door. The image on the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) necrotic damage on a failed save, or half as much damage on a successful one. The creature chooses if it’s inside or outside the dome. The dome deals 22 (5d8) necrotic damage to any creature that touches it
and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of impact must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
amount of damage it deals every round—has a direct bearing on its challenge rating, and vice versa. You can determine a monster’s damage output in one of two ways. Use the Table. You can start with
multiple attacks against one or more foes. Choose the type of damage based on how you imagine the damage being delivered. For example, if the monster is attacking with razor-sharp claws, the damage it deals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
archery and twenty brittle arrows in a rotting leather quiver. Each arrow shatters on impact and deals only 1 piercing damage on a hit. Carvings of froghemoths adorn the bracers, which keep the skin of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a
can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
utilitarian and unfurnished. A tower has the following features and defenses:
The tower’s stone doors are reinforced and barred from the inside. Siege weapons are needed to break them down. Arrow slits on
/320 feet and deals 6 (1d8 + 2) piercing damage. A male drow mage stands watch on the rooftop. Characters who have House Freth escorts or who wear clever drow disguises can approach the fortress openly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manifest zones linked to that plane. Daanvi, the Perfect Order Daanvi embodies absolute order, along with the ideals of law and discipline and their impact on civilization. The perfectly ordered, immaculate
that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended. 2
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
marked with a stenciled green flame). A keg of alchemist’s fire lobbed at a creature or an object deals 21 (6d6) fire damage on a hit. Further, the target is set ablaze and takes the damage again every
ignites the other kegs and blows the Last Breath to flinders. Anyone and anything within 100 feet of the exploding ship takes 110 (20d10) fire damage. 14: Brig The door to this compartment is barred from
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties
a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Bow of
piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leave fuming impact craters behind. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells met enemies on their native soil and prevailed. The archduchess
crimson throne stands in the heart of the Iron City of Dis, a hideous metropolis that is the largest in the Nine Hells. Planar travelers come here to conspire with devils and to close deals with night hags
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
deals with night hags, rakshasas, incubi, succubi, and other Fiends. Contracts signed on his layer contain special provisions that allow Dispater to collect a cut of the deal. Dispater is one of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
deals slashing damage. The webs have AC 10 and have 10 hit points and vulnerability to fire damage. Going around the webs is difficult because of the thickets on the north side of the road. Going around
of dwarven manufacture. Runes spell out “Hew” in Dwarvish on the axe head and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an






