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Returning 35 results for 'door some'.
Spells
Player’s Handbook
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
Dimension Door
Legacy
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Spells
Basic Rules (2014)
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
16. Locked Oaken Door The thick wooden door ahead of you is heavily bound with iron bands, and there are several locks keeping it shut.
Aura. The door is found to radiate an aura of abjuration
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
pulley bolted to the ceiling on the south side of the door. The pulley is set up in such a way that when all three zombies move away from the door, they heave it open. The zombies won’t move while fresh
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Q11. Back Door This hideout contains a secret route to Xanathar’s lair. In the middle of this otherwise empty room is a stone pillar carved with a small symbol: a perfect circle with ten equidistant
area X22 of Xanathar’s lair (see chapter 5). The door is a one-way portal, and it closes again 1 minute after the stone eye is removed from the pillar. Not-So-Secret Door The secret door is plainly visible to anyone who approaches it from the east.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
17. Magical Secret Door This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Back Door The double doors to these rooms are airtight, soundproof, made of stone, and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors
automatically close and lock. The ceiling here is 10 feet high. The mind flayers use this back door to their fortress as a means of escape, in case the colony is overrun by githyanki or other invaders. 13a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Back Door The double doors to these rooms are airtight, soundproof, made of stone, and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors
automatically close and lock. The ceiling here is 10 feet high. The mind flayers use this back door to their fortress as a means of escape, in case the colony is overrun by githyanki or other invaders. 13a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Mountain Door The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’s folk, who created a series of halls and guard
calls himself Great Ulfe. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
32. Secret Door The portal to the south can’t be detected by any magical means, but a successful DC 15 Wisdom (Perception) check enables a character to notice that the wall at this location has a
small opening that is metal-lined—obviously a keyhole! Following this discovery, any attempt to force the door open by physical or magical means will be useless. But if the First Key (from area 19) is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
44. Dweomercore’s Back Door Yugoloths. Two mezzoloths (marked M on map 9) and a nycaloth (marked N on map 9) are hidden behind illusory walls to the west and east.
Secret Door. A secret door set
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
44. Dweomercore’s Back Door Yugoloths. Two mezzoloths (marked M on map 9) and a nycaloth (marked N on map 9) are hidden behind illusory walls to the west and east.
Secret Door. A secret door set
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
32. Secret Door The portal to the south can’t be detected by any magical means, but a successful DC 15 Wisdom (Perception) check enables a character to notice that the wall at this location has a
small opening that is metal-lined—obviously a keyhole! Following this discovery, any attempt to force the door open by physical or magical means will be useless. But if the First Key (from area 19) is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Under the Barn Door Stonky and his cult fanatics are in the process of evacuating the chambers beneath the tower, having set the Barn Door on a programmed countdown to launch. But their evacuation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Double Door Roulette Double Doors. Seven sets of double doors, six of them at the end of short hallways, stand closed.
Scintillating Pillar. A pillar at the center of the 20-foot-high room has
doors reveals area 22 beyond. Creatures that pass through the doorway get no sense that they’re leaving Undermountain and entering Halaster’s extradimensional tower. Whenever a double door in this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V2. Tower Door The tower door is made of iron, with no visible handles or hinges. In the middle of the door is a large, embossed symbol — a connected series of lines with eight stick figures set
around it. Carved into the lintel above the door is a word: Khazan. Show the players the door symbol to the right. The door is magically locked and trapped, and the symbol on the door is the key to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V2. Tower Door The tower door is made of iron, with no visible handles or hinges. In the middle of the door is a large, embossed symbol — a connected series of lines with eight stick figures set
around it. Carved into the lintel above the door is a word: Khazan. Show the players the door symbol to the right. The door is magically locked and trapped, and the symbol on the door is the key to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
24. Adamantine Door The tunnel from the south emerges into a corridor that then heads east. The door at the end is a great block of adamantine. It has permanent antimagic effects on it, and there is
no magical or physical way of forcing entry. There are three slots in the door at about waist height. If sword blades are shoved simultaneously into all the slots, the 1-foot-thick door will swing open. Five rounds later, the door slams shut. There is no way of opening it from the east side.