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Returning 35 results for 'doors involve are barriers'.
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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
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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->Dungeon Master’s Guide
Exploration Encounters An encounter centered on exploration might involve the characters trying to disarm a trap, find a secret door, or discover something about the adventure location. An
exploration encounter could also involve the characters spending a day crossing a rolling plain or traversing vast caverns. The “Running Exploration” section in chapter 2 can help you craft these encounters as
Senses
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Rules
Passive ChecksA passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Special
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here’s how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here's how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
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
Senses (Passive Checks)
Legacy
This doesn't reflect the latest rules and lore.
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Rules
Passive Checks
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Here's
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->Strixhaven: A Curriculum of Chaos
isn’t clear, but it seems to fundamentally involve drawing energy from living creatures. Wiltroot Hall Features The hall and surrounding grounds have the following features (areas not numbered are
, and W14) are 10 feet high. Building Doors. The doors to Wiltroot Hall (area W1) and the observation huts (areas W2, W7, W9, W10, and W14) are unlocked. Swampy Stinkbrush. The areas surrounding the
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->Phandelver and Below: The Shattered Obelisk
descriptions assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout the temple are made of 2-inch-thick slabs of stone with simple handles a few
feet from the floor. They open and close easily on ancient hinges. Doors and secret doors are unlocked unless otherwise specified. Ceilings Ceilings throughout the crypt are 12 feet high. Unnamed
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->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->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->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
trespassers, or banish creatures to other planes of existence.
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to
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->Heroes of the Borderlands
daydreaming, might involve you pretending to yawn mid-sentence or getting distracted by a butterfly. Perhaps he confides with the characters that he’d rather be doing something else.
Descriptive
guard who hopes to ascend in rank, might involve you describing her dutiful posture or no-nonsense expression. You might tell the players that she cautions the characters not to cause trouble as they
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Level 1 View Player Version 1. North Entrance and Guard Post You stand on a rock ledge about thirty feet wide. Ahead, set into the vertical rock surface, is a pair of large stone doors, each ten feet
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
claim the final orrery component from her. Map 5.2 shows the layout of Lottie’s Palace.
Map 5.2: Lottie's Palace 1. Gambling Den As you pass through the doors, you enter a world of opulence. Glass
the far wall features another set of double doors.
The clientele here all look a lot like the duergar you saw in the town of Fortune. All are gambling in a frenzy, arguing with one another over tokens
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Predator Pools The Red Wizards’ plans involve the disruption and control of the Sword Coast’s trade. To that end, the Thayans are spawning an aquatic army. Locations in the Predator Pools are
gate. Another one is to the east, behind a set of doors and a secret door, in the passage that leads to the Halls of Conditioning. 75. Dragon Turtle Prison If the dragon turtle occupies this area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from escaping, but they attack anyone outside the cells whom they don’t recognize. This dark corridor has narrow iron doors along the north wall and two similar doors at each end. An iron crossbar
prisoner in area X28. Secret Door. A character who searches the temple’s walls for secret doors and succeeds on a DC 15 Wisdom (Perception) check find such a door in the east wall. This 5-foot-wide, 10
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
doors at either end. Some obstacle courses feature low walls to slow enemies even further or a portcullis to trap them in one section of the chamber. Oil Sprayer. The main element of an oil sprayer
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a role. You still need to describe things that can’t reasonably be acted out.
An active approach to roleplaying Haldryck in the “Game Trail” encounter might involve you pretending to hide behind
it.
In the “Bandit Ambush” encounter, a descriptive approach to roleplaying Pral, a smarmy bandit captain, might involve you describing his flashy smile or confident swagger. You might tell the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
before the caravan’s approach, with a set of stone doors taller than a giant set behind them to mark the interior entrance to the enclave. The caravan stops and waits as a dwarf with bagpipes steps
be ended before that time for any character with a dispel magic spell (DC 20). Bagpipe-Activated Doors. Once the dwarf with bagpipes has identified the caravan properly, they play the song of the day
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ramp leads to a pair of massive doors flanked by stone-carved dragons. Inside, it’s cool and musty.
Weapons and armor aren’t permitted in the Great Library. If anyone wearing armor or carrying a
iron door leads to a hallway behind the head librarian’s desk. Three scribes (Mages) labor here and act as sentries, for next to their desks are three locked, iron doors to the library’s vaults. Arcane
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the south came sailing into Gray Harbor. Rather than opening their doors to the foreigners, the people of Baldur’s Gate quickly hustled them out of the city, forcing them out the Basilisk Gate in the
-Calishite kingpin, Rilsa Rael, naturally objects to this insult, and each night residents bar their doors tight as a turf war of thugs and thieves rages across their rooftops. Among Little Calimshan’s most
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Generations ago, a fleet of Calishite refugees fleeing war in the south came sailing into Gray Harbor. Rather than opening their doors to the foreigners, the people of Baldur’s Gate quickly hustled them
Pashas seeks to oust Guild agents from Little Calimshan’s underworld. The Guild’s popular kingpin, Rilsa Rael, naturally objects to this insult, and each night residents bar their doors tight as a turf war
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
’ Quarters A long, dark hallway has three doors set into it. The rooms to the north are the living space of Duke Zalto’s prisoner overseers (see areas 12 and area 21), and the larger room to the south serves
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
witness or partake in the battles staged here, which often reenact elements of Netherese history or mythology and always involve heavy amounts of showy magic. Additionally, the coliseum is where public
doors and windows, and servants bustle back and forth in cold-weather gear.
Kept magically cold, the Mythomian Warehouse in the Hidden Quarter is Eileanar’s main clearing house for incoming goods and






