Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'doors inner are barriers'.
Other Suggestions:
door inner are barriers
door inner are barrier
drops inner are barriers
does inner are barriers
drops inner are barrier
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the north. The north side of each door has a handle so that it can be pulled open from that direction. These barriers are emergency doors, whose purpose is to prevent the dungeon from being flooded by the boiling lake at area 15, in case of an “accident.”
14. Flood Doors The three doors along the corridor are made of thick metal, their edges flanged so that they overlap the door jamb on the north side and thus can be opened only by pivoting them to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S11. Inner Gatehouses These two empty buildings help support the curtain wall (area S18) that encloses the courtyard (area S12). The wooden doors that lead to them are unlocked.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
access to the observatory, damselfly bay, and inner core. A yellow key card unlocks yellow, blue, and red doors. Casting a Knock spell on a red door’s lock suppresses the lock for 10 minutes, casting
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Planes of Eberron The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery’s construction is simple and its interior decoration sparse. Other features are
ceilings; rooms on the lower floor have flat, 10-foot ceilings. Doors Most doors are made of wood with iron handles and hinges. Lighting Hooded Lanterns hanging from the ceiling by iron chains cast
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Upper Works: General Features Map 6.1 shows the layout of the huge timber stronghold of the local clan of hill giants. All outer walls are of logs at least 3 feet in diameter. Inner walls dividing
, the roof being held up by great, smoke-blackened rafters. The open yard (area 22) has no roof. Doors. Doors are great iron-bound log affairs 1 foot in thickness, each about 7 feet wide and 16 to 18
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sigil, City of Doors At the center of the Outlands, like the axle of a great wheel, is the Spire, a needle-shaped mountain that rises high into the sky. Above this mountain’s narrow peak, not part of
the Outlands but a plane in its own right, floats the ring-shaped city of Sigil, its myriad structures built on the ring’s inner surface. Creatures standing on one of Sigil’s streets can see the city
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
heroic potential.
12: Inner Gatehouse This gatehouse houses on-duty soldiers and separates the civilian areas of the keep from the inner bailey (area 13).
When the characters arrive at the inner
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
end of the tunnel is a smaller door made of stone reinforced with adamantine (see the “Doors of Blingdenstone” sidebar). Fifteen-foot-high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdenstone beyond.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Residential Caves
Map 6.3: Inner Blingdenstone These caverns branch off into smaller caves serving as hovels for families of svirfneblin. Tunnels lead to secondary chambers that branch out
into more hovels. Deep gnome hovels have no doors. The locals are willing to talk with the characters, pointing them toward a particular cave that was recently evacuated. A “ghost” manifested there and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Features Vidorant’s vault has the following features. Ceilings Ceilings throughout the vault are 15 feet high. Doors Doors in the vault are made of wood, except for the inner vault’s metal door
. Locked Doors. As an action, a character can try to unlock a locked door in the vault, doing so with a successful Dexterity check using thieves’ tools, or force the door open with a successful
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
After the Exchange With the trade complete, the kagu-svirfneblin thank the characters and escort them back to the inner hall (area F5). They invite the characters to take whatever they want from the
the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
20 feet underground and has a 20-foot-long ladder at each end. The ladder at the north end leads up to area O4. O2. Main Keep The outer doors aren’t locked, but they are heavy. As an action, a
character can pull the doors open by succeeding on a DC 12 Strength (Athletics) check. A 30-foot-deep pit just inside these doors is spanned by a 20-foot-square wooden drawbridge that can be raised by a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Abandoned Priory This long, windowless stone building contains several apartments formerly occupied by high-ranking priests of Malar, god of the hunt. Stone doors throughout are fitted with locks
plumbing connected to the underground river nearby. The gas lamps are turned on and off by stone switches on the walls near the doors. Iron faucets control the flow of hot and cold water through iron pipes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eternity of Gehenna Ribcage The Nine Hells of Baator Rigus The Infinite Battlefield of Acheron Automata The Clockwork Nirvana of Mechanus Fortitude The Peaceable Kingdoms of Arcadia Sigil, City of Doors
Sigil, its myriad structures built on the ring’s inner rim. Creatures standing on one of Sigil’s streets can see the city curve up over their heads and — most disconcerting of all — the far side of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
of each floor, a pile of loose chunks of black marble rises to a height of 3 feet as it crosses to the adjacent floor. This rubble is difficult terrain. Sepulchers. The double doors to these
tetrahedral pyramids are locked (requiring a successful DC 17 Dexterity check to pick the lock or a successful DC 20 Strength check to burst it). If either of the two doors on a sepulcher is opened, each door
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C1-C9) Map 1.4: Keep at Caer-DinevalView Player Version The following locations are keyed to map 1.4. C1. Main Gate Two lowered iron portcullises and two sets of closed wooden doors
seal off the castle. The gatehouse (area C6) holds the mechanisms that raise and lower the portcullises as well as open and close both sets of doors. Knock spells and similar magic can bypass these
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of fresh-faced adjutants, stodgy scholars, and eclectic guests. Demiplanar Chambers. Several doors line the walls of the Hearth. Although visible from inside the taproom, they do not appear to exist
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone bridges arc over chasms, their surfaces embellished with fine carvings and intricate patterns. The great stone doors leading outside can withstand a battering ram when secured, but glide open
they see, a dwarven stronghold is well built but austere. The greatest treasures crafted by a clan are sequestered in the innermost chambers of the stronghold, behind secret doors in areas that are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Trapped Secret Door Any party member with a passive Wisdom (Perception) score of 20 or higher notices a secret door in the wall, while a character searching the room for secret doors must succeed on
imprisonment spell (save DC 17). On a failed save, the creature is trapped in minimus containment inside a gemstone in Gromph’s inner sanctum (described in the next section). The trap ceases to exist once a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Key Duty The innkeeper’s foremost duty is ensuring keys to the gates and crucial inner doors remain safe from foes of the Zhentarim. The organization’s negotiations, trade, and logistical
are gone from their usual location when Chalaska asks for some so she can lock up for the night. The six missing keys unlock the outer wall’s main gate, the outer wall’s postern, two similar inner
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Planes of Eberron The material plane is enfolded by thirteen planes of existence. Many of these have aspects of both outer and inner planes. All of the planes overlap with Eberron in some way
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Circular iron doors are recessed in the walls.
Scrap Pile. The slopes of the scrap pile are strewn with the mutilated corpses of several rust monsters.
Palace Features The structural features of
the palace are summarized here. Ceilings. The ceilings throughout the palace are 20 feet high. Doors. The palace is sealed off by 7-foot-diameter circular doors, each one made of riveted iron plates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gate consists of a pair of iron-reinforced wooden doors that can be barred from the inside. These heavy doors are backed by a massive portcullis of iron bars. A very small child might be able to
traders and merchants), and the Garden Gate (one of the city’s two inner gates). The remaining gates are closed from dusk until dawn, and a visitor must produce a written message from the lord mayor of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read
in the vestibules (see area G19) are teleported to these intersections. G21: Inner Sphere Axel Defois Great iron doors mark the entrance
to the Witch Queen’s inner sanctum This chamber is bathed in






