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Returning 28 results for 'door instant are burdens'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Daern’s Instant Fortress Wondrous item, rare Daern’s Instant Fortress You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a
. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to area 24 is under divine protection that manifests as an arcane lock spell. The first time a creature touches the door, an incomplete symbol of the god Ezra appears amid the woodwork for an instant
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of children’s art. Sanctuary Door. The door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
8. Gargoyle Lair When any door leading to the lair is opened, it frees the room’s occupant from temporal stasis. What appeared to be a statue an instant ago comes to life before your eyes. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daern’s Instant Fortress Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly
a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
this adamantine tower, which is actually a Daern’s instant fortress (see chapter 7, “Treasure,” of the Dungeon Master’s Guide). Only Strahd knows the command word to alter its shape and size, which
can’t be done until every bit of treasure inside it is removed. Only Strahd can open the two means of entry: a sealed adamantine door set into the base of the tower on the north side, and an adamantine
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the ceiling. Twenty feet ahead, arched doorways lead downward from each side of the hallway. In each arched doorway, an iron door stands closed and partially submerged. You hear a weak cry for help
from beyond the south door. Map: Traps in Area K73 The water is 3 feet deep in the hallway and opaque. The steps on both sides of the hallway descend another 2 feet before ending at the iron doors
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall of rubble.
Many amber doors lead from this hall. Standing in front of the south door are three ugly women in tattered black gowns with brooms and black, pointed hats.
An earth tremor collapsed
the northern part of the hall. Three Barovian witches (see appendix D) are trying to open the amber door to area X33a by trying different passwords, unaware that they could gain entry through the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action
care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. Reactions Certain special
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
deans wing View Player Version L1. Main Hall The double door leading into the Deans’ Wing from outside is locked, but it can be opened with a successful DC 25 Dexterity check using thieves’ tools. A
double door opens onto a stately, carpeted hall hung with unlit lamps and fine portraits. There are doors to either side of the entrance, a double door in each wall halfway along the hall, and a single
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact
for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
heavy wooden desk and has no interest in the characters or their concerns. Under no circumstances does he voluntarily leave the room. Lief pulls the rope the instant he feels threatened. Lief
” below for more information. The western door leads to area K25. The eastern door provides access to a staircase (area K21) that leads down to area K9 and up to a landing outside area K35, continuing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Experiments The doors to these rooms have arcane lock spells cast on them that allow Arcturia alone to pass. A door can be forced open with a successful DC 25 Strength (Athletics) check. 23a
finish his meal in peace. A successful dispel magic spell (DC 19) cast on Guffaw rids him of his unique magical malady. Treasure. The instant he is cured of his malady, Guffaw coughs up two diamonds
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that I would not be cheated of my place in the great beyond. I would build a tomb to end all tombs—one that none could ever despoil.”
Secret Door. The statue of Amun Sa conceals a secret door that
.
The Tears of Athis camp in this room. They sleep here when they’re not restoring the walls in area P2. Secret Door. The statue of Amun Sa conceals a door that leads to the hall between areas P5 and area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
all that remain in this large room. Words are carved into a double door that leads south. Doors also exit to the east and west; the one to the west bears a large “X” in dark red.
The tunnel from the
surface winds down through the earth for more than a mile. The deepest point is a cave-in that collapsed the back wall of this room. The words on the door leading south to the workshop repeat “toil” in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Middle Level (M1-M9) M1. Foyer and Hallway The characters emerge from the portal in the grand foyer of the mansion. On this side, the portal looks like a double door. The ceiling arches to fifteen
trying different command words for the last half hour to get the portal to reopen. Matreous takes on a thoughtful expression and pauses for an instant, tapping his chin in thought. The mansion must be
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south, a web-filled stairway spirals down into darkness. The north end of the hall ends at a wooden door. Map: Elevator Trap View Player Version This hallway contains an elevator trap, triggered
instant later, the closed-off elevator is propelled up the western half of a 20-foot-wide, 170-foot-tall shaft (area K31a) to the sounds of turning gears and rattling chains. Magic sleep gas fills the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a ten-foot-high inner wall with a door-sized opening in it that’s covered by a curtain. Coming from beyond the doorway inside the enclosed area, you can hear the groaning and plaintive cries of
the lid of the sarcophagus glows brightly for an instant. Then the sarcophagus comes open partway, and the bound prisoners howl in agony. Even after the evil yuan-ti notice the characters, their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Divination C Banishment Abjuration C Blight Necromancy — Charm Monster Enchantment — Confusion Enchantment C Conjure Minor Elementals Conjuration C Control Water Transmutation C Dimension Door
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and loves a good laugh at someone else’s expense. Anyone’s welcome in her taproom. A portal to a massive pit-fighting arena rests at the back of the Bottle and Jug, disguised as the door to an always
-out-of-order lavatory for big and tall creatures. Gabel, a retired pit fiend judge, guards the entrance, but most entrants respectfully call him “Your Honor.” On the other side of the door lies a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
steed spells. M9: Demelin’s Apartment This chamber is furnished as a luxurious apartment. Its lamps and stuffed chairs look old but well maintained.
A hooded, crimson-robed figure steps through a door
using the scrying spell to monitor the characters and has judged they might be useful in ridding the ruins of the Dragon Army invaders. The gem Demelin breaks is an elemental gem. An instant later, an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this green space to the keep’s main door. However, most folk who visit Candlekeep see this structure only from the courtyard east of it, where the facilities for arriving scholars lie. The only gate
work on this threshold. The door-guard’s fellows watch closely for any trouble, and other monks peer from the high towers that flank the gates, ready to summon help or lend magical support in case of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Upper Palace Locations Palace of Heart’s Desire, Upper View Player Version P32. Minstrels’ Gallery This balcony extends out over the banquet hall (area P18). The door on the west wall is sealed with
balcony near a double door.
The harpsichord is a Medium object with AC 15, 12 hit points, and immunity to poison and psychic damage. A detect magic spell reveals an aura of transmutation magic around it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If the characters succeed in opening negotiations, Eyon questions them with a good deal of suspicion. She is a hard-bitten, callous mercenary who expects only the worst from people. The instant Eyon
. Gaol An iron hasp-and-pin arrangement secures the door to this room. The lock can’t be reached from inside but is easy to undo from the corridor. This room evidently serves as a prison. A half-dozen
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
creatures in possession of the corresponding portal key, each vault door leads to a demiplanar dungeon that guards the riches deposited within. Hoard of Directors. Ancient dragons, mighty devils, and
their burdens. Visitors must surrender their weapons before entering the gymnasium, and spellcasting is allowed only in sanctioned areas. Sigil’s factions regard the Great Gymnasium as neutral ground
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
instantaneous spell animate dead harnesses magical energy to turn a corpse or a pile of bones into an undead creature. That necromantic magic is present for an instant and is then gone. The resulting
the mansion when the spell ends and appear in unoccupied spaces closest to where the door was. This intent will be reflected in future printings of the Player’s Handbook. Does planar binding summon the






