Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 27 results for 'does mortar action'.
Magic Items
Tasha’s Cauldron of Everything
pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of
herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
Primal Parts. As an action while the pestle and the mortar is within 5 feet of you
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire
Monsters
Planescape: Adventures in the Multiverse
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less
. The mortar instantly fills with the desired amount of that material. Once you use this action, you can’t do so again until you finish a short or long rest. You can also use the artifact as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
daily at dawn. Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less
. The mortar instantly fills with the desired amount of that material. Once you use this action, you can’t do so again until you finish a short or long rest. You can also use the artifact as
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).
Actions
Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sovereign to which their oath is sworn, but generally emphasize the following tenets. Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be
banishment, guardian of faith 17th circle of power, geas Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Champion Challenge. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).
Actions
Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sovereign to which their oath is sworn, but generally emphasize the following tenets. Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be
banishment, guardian of faith 17th circle of power, geas Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Champion Challenge. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, powdered iron, and purified water
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, powdered iron, and purified water
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the cell are made of 1-foot-thick clay bricks held together with mortar. Granny Nightshade carries the padlock’s only key (see “Skabatha’s Ring of Keys” earlier in the chapter). As an action, a
recaptured both times; that’s why Granny Nightshade now chains her to the worktable. As an action, a character using thieves’ tools can pick the lock on Mishka’s ankle cuff with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the cell are made of 1-foot-thick clay bricks held together with mortar. Granny Nightshade carries the padlock’s only key (see “Skabatha’s Ring of Keys” earlier in the chapter). As an action, a
recaptured both times; that’s why Granny Nightshade now chains her to the worktable. As an action, a character using thieves’ tools can pick the lock on Mishka’s ankle cuff with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
was slain with the rest of the garrison during the drowned ones’ initial attack. The weathering of storms and the salty air has eroded the mortar in part of the wall, causing the collapse. The room is
the compartment. Treasure. One of Archais’s hobbies was the underwater exploration of sunken ships. This compartment contains some of the items he used in that pursuit: a ring of free action, three
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
was slain with the rest of the garrison during the drowned ones’ initial attack. The weathering of storms and the salty air has eroded the mortar in part of the wall, causing the collapse. The room is
the compartment. Treasure. One of Archais’s hobbies was the underwater exploration of sunken ships. This compartment contains some of the items he used in that pursuit: a ring of free action, three
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Treasure. If the characters spot the trap, any character who
succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, ending the effect on itself on a success. The characters can sabotage the recharging station, either before or after it is repaired. As an action, a character within 5 feet of either station wall can
be deactivated to render the recharging station inert. If one wall is deactivated, any of the replica modrons within 5 feet of the wall can use an action to counteract the sabotage. It takes three
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, ending the effect on itself on a success. The characters can sabotage the recharging station, either before or after it is repaired. As an action, a character within 5 feet of either station wall can
be deactivated to render the recharging station inert. If one wall is deactivated, any of the replica modrons within 5 feet of the wall can use an action to counteract the sabotage. It takes three
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Treasure. If the characters spot the trap, any character who
succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Alchemist’s Alcove Spiderwebs and mold cover everything inside this room. A rotting wood table and a set of shelves stand along the far wall. Glass jars, a mortar and pestle, and various other alchemical
blade can use an action to try to cut a subject free of the mycelium, doing so with a successful DC 20 Strength (Athletics) check. On a failed check, the character takes 20 (4d8) necrotic damage and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Alchemist’s Alcove Spiderwebs and mold cover everything inside this room. A rotting wood table and a set of shelves stand along the far wall. Glass jars, a mortar and pestle, and various other alchemical
blade can use an action to try to cut a subject free of the mycelium, doing so with a successful DC 20 Strength (Athletics) check. On a failed check, the character takes 20 (4d8) necrotic damage and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thin crust of mortar. A character who examines the wall spots them with a successful DC 20 Wisdom (Perception) check. Someone who looks carefully at the base of the chest can spot the pressure plate
groups that display one of these items are safe from attacks by the giants or the giants’ allies as long as they take no aggressive action. 13B. South Alcove Four extra chairs for the council table are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thin crust of mortar. A character who examines the wall spots them with a successful DC 20 Wisdom (Perception) check. Someone who looks carefully at the base of the chest can spot the pressure plate
groups that display one of these items are safe from attacks by the giants or the giants’ allies as long as they take no aggressive action. 13B. South Alcove Four extra chairs for the council table are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, while charmed in this way, can take only the Dash action and move toward area 3. The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected
Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, while charmed in this way, can take only the Dash action and move toward area 3. The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected
Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike