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Returning 29 results for 'door channel'.
Other Suggestions:
down channel
does channel
door change
doors channel
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classes
Xanathar's Guide to Everything
2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Death’s Door
8th
Potent Spellcasting
17th
Keeper of Souls
classes
Xanathar's Guide to Everything
2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Death’s Door
8th
Potent Spellcasting
17th
Keeper of Souls
Monsters
Candlekeep Mysteries
, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, dimension door
5th level
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
is a wheel connected to a valve. Turning the wheel requires a successful DC 20 Strength check. When the wheel is turned, a channel will open, and all the water in the wet corridors will drain out in 1
hour. Also at the bottom of the pit is a secret door that is concealed by illusion magic. The door cannot be detected by sight, but can be discovered through the use of magic or by someone who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Bonus Action. Additionally, when you would normally roll one or more dice to restore Hit Points to a creature at 0 Hit Points with a spell or Channel Divinity, don’t roll those dice for the healing
Action, you present your Holy Symbol and expend a use of Channel Divinity to curse one creature you can see within 30 feet of yourself until the start of your next turn. While cursed, the creature has
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
.
Grave Domain Features Cleric Level Feature 1st Domain Spells, Circle of Mortality, Eyes of the Grave 2nd Channel Divinity: Path to the Grave 6th Sentinel at Death’s Door 8th Potent Spellcasting 17th
of once). You regain all expended uses when you finish a long rest. Channel Divinity: Path to the Grave Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
through the door, they end up in an extradimensional version of the inn known as the Test Market. The Test Market is meant to test new recruits to Acquisitions Incorporated, and it has several known
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the skilled delvers working in Wave Echo Cave rested between shifts. Any character who listens at the partially open door hears faint crunching and splintering sounds with a successful DC 10 Wisdom
this chamber has collapsed into a mass of rubble. To the north, a door stands ajar, leading to a good-sized storeroom. Dusty kegs and tuns are tucked neatly against the walls, all of them split open
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
its submerged areas, using the river as a back door to its lair. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. Map 2.4: The Sinkhole
, airless underground channel and is likely to drown (see “Suffocating” in chapter 8 of the Player’s Handbook). In addition, the creature must make a successful DC 12 Strength saving throw each round or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
years of wind and rain have eroded away its cover, leaving the path exposed and visible from the valley floor below. The path climbs to the Mountain Door, at the location marked A on the map. This is
) The Mountain Door. This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
shift. A door displaying the Fool card stands on the east wall, and another—showing only the back of a card from the Deck of Many Things—is to the north.
This room is brightly lit by the gem
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
from Energy 13 Banishment, Dimension Door 17 Hold Monster, Scrying Level 3: Vow of Enmity When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity
Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, making finishing a long rest impossible unless the characters leave the area. Front Door The door leading into the ground floor at the base of the lighthouse is both locked and trapped. Fusillade Trap. A
successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cellar by descending the stairs from area V7, or they might enter through the eastern door. Read the following boxed text to establish what they see from either direction: Four stone pillars brace
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. Masonry Debris. An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it
, 10-foot-deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom (Perception) check to note the trapdoor’s unmortared edge
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rear tower. Doors. The entrances from areas B1 and area B4 are each protected by an iron double door that stands 20 feet high. The doors are held shut with interlocking iron bars that can be levered
leading to the top, while a doorway at the base of the steps is set into the stone.
Behind the door at the base of the stairs is a long tunnel that leads to areas B11 and area B15–area B19. B6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
check, the character realizes that the emotion is artificial and illusory. Creatures. When the characters first enter this area, the eight four-armed gargoyles are true statues. After a door other than
a secret door is opened in this area, four four-armed gargoyles (as normal gargoyles with 63 hit points and one extra claw attack, for a total of three attacks, with Multiattack) animate and attack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
glimmer of torchlight hints at a channel or canal to the north. To the south, a crumbling stone quay leads to a dark passageway. At the east end of the lake, another torch burns above a larger quay, with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
high and five feet wide. The surface of the doors is featureless, with no visible handles, except for a rectangular aperture six inches wide by four inches high cut in the center of the left-hand door
below it.
Several sahuagin glare at you as they move to attack.
Six sahuagin, two sahuagin coral smashers (see appendix C), and one sahuagin champion (see appendix C) guard the entrance. If the door
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to fortify its location by using furniture or heavy objects to block doors or entryways. Increase the DC to force open a blocked door by 3, and hastily blocked passageways are Difficult Terrain. A
. Defenders might also use furniture and debris to block off passages, hoping to channel invaders toward prepared strongpoints. Sentries and Alarms. Some creatures might move from their keyed locations
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
mosaics of tentacles flank a set of black marble doors in the south wall. Reliefs of long, curving fangs line the arc of the door frame.
The double doors push open to reveal an underwater passage to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses Focus Weight Cost Crystal 1 lb. 10 GP Orb 3
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
throws to avoid or end the Poisoned condition for 1 hour. Arcane Focus (Varies) An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
golem (see “Reduced-Threat Monsters” above). The wizard or the cleric can activate the golem by using an action and succeeding on a DC 15 Intelligence check. Clay Pits. These 3-foot-deep pits channel
Intelligence Unable to speak or understand languages 5 Wisdom Unable to perceive anything more than 30 feet away 6 Charisma Gain the Stench trait of a troglodyte Secret Door. In the northwest corner, 20 feet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disabled by any franchise member. Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have
equipment are included, though characters can later add to these features as they wish. Glider Launcher. A hidden compartment within an airship holds ten gliders. A secret door leads to the compartment
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
arrives a minute later, opens an iron slit in the door at dwarf’s-eye level, and demands to know what they want. The dwarf doesn’t open the doors unless the characters are delivering new saddles for his
on a DC 15 Intelligence (Arcana) check can tell that the engraved lines adorning its outer surface are carefully designed to channel magical energy. Casting an identify spell on the boulder allows one