Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'draws inside are button'.
Other Suggestions:
deals inside are button
draw inspire are button
deals inside are buttons
draw inside are button
drops inside are button
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Magic Items
Tasha’s Cauldron of Everything
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
hatch also opens it until the start of the caster’s next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hinged metal dome that is opaque from the outside and transparent from the inside. The entrance to the cockpit is 10 feet off the floor when the saucer is landed. The saucer is a Huge object with AC 19
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) check discovers that the black opal in Ras Nsi’s crown is a stone button. If the check succeeds by 5 or more, the character also sees tiny holes hidden among the scales of the Night Serpent carvings
. If a character presses the button in Ras Nsi’s crown, the carvings of the Night Serpent expel a soporific gas that fills the hallway and lingers for 1 minute. Any creature that moves into the gas or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ran off with the monkey’s mind inside, never to be seen again. Ernest uses the baboon stat block, but his Intelligence and Charisma are 10, and he can speak Common. His alignment is neutral good
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-square open pit. A revenant is trapped in the pit and can be heard moving around inside it.
Secret Door. A secret door is hidden in the south wall. It opens into a curved tunnel (area 38).
Map
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hidden crawlway runs from the underside of the lectern to area 70, but it cannot be accessed from inside this chamber. Any character who enters the crawlway from area 70 discovers a stone lever in the
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mantrap A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy
. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor nearby.
This cast-iron tankard once hung from the ceiling by iron chains and is big enough for four dwarves to crawl inside. It weighs 1,500 pounds and makes a satisfying, bell-like clanging
sound when struck — and the noise draws hobgoblins from area 9c. Statues and Mithral Key The north statue depicts a smiling female dwarf raising a stone tankard. Hidden in the tankard is a flat, 6
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
after a character draws the Donjon card and disappears. Asteria knows the pain of losing a friend to unjust imprisonment and offers to help. She draws a replica of the teleportation circle inside the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man with a thick mane of thistledown hair observing you from a high tower window. He draws the curtain and disappears from view. The strange man watches the characters through the southeast window of
turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel (area Q13).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 18: Void The Void card is perhaps the most dreaded draw from a Deck of Many Things. The individual who draws this card is consigned to a terrible fate: their body collapses while their soul
separated from everyone else. This situation can be handled in many ways, and DMs can choose an approach that suits their players and their campaign.
Drawing the Void Card When a character draws the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rock rises into the sky, its peak lost in the clouds.
Glitch grows fidgety and impatient. Suddenly, the distant blare of a horn draws Glitch’s attention—and yours—to a column of smoke on the horizon
. “Good,” says Glitch. “Here it comes, right on time!”
A locomotive hurtles across the sky toward you, laying down magical tracks before it. As it draws near, you can see clockwork limbs
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 17: Donjon This chapter, intended for DMs, details a dungeon called the Donjon Sphere. You can use this dungeon to describe the fate of a character who draws the Donjon card from a Deck of
it. After devouring the nightmares of everyone left inside the sphere, the feyrs moved on. Since then, the Donjon Sphere has drifted through the Astral Sea. Automated systems keep the vessel working
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the candle is extinguished inside the cell, the antimagic field is dispelled and all creatures in the cell are teleported to one of the other cells, as follows: If the candle’s flame is doused with
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pitons into the edge of the pit’s lid prevents it from opening. A character in the pit can disable the spring mechanism from the inside with a successful DC 15 Dexterity check using thieves’ tools, as
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the sea floor between Ruathym, the Whalebones, and the Korinn Archipelago. Any ship that sails over Maelstrom encounters a giant whirlpool, which inexorably draws the vessel into the depths. The
. Creatures inside an apparatus of Kwalish are protected from the crushing effect of the pressure while the apparatus has at least 1 hit point.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports
yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Conceptopolis Hank draws his Energy Bow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
panel and hot-wire it. An “out of order” sign hangs above a nearby button which opens the lift’s doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors
on the enclosed lift car open to reveal the inside of a 15-foot cube made of stone with etchings of unicorn patterns covering its walls. A magic orb in the ceiling illuminates the lift. Two young
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
one hand and uses it to make marks on the maps on the wall. Entering this area immediately draws the attention of both creatures, who attack immediately. If the characters managed to pass through area
. A character who exceeds the DC by 5 or more can tell from the strange markings and notes along the edges of the maps that someone intends to use the blood of a kraken to animate the legion of corpses inside the coral mountain.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
.
A soft whimpering draws your eye toward a pair of children standing in the middle of an otherwise lifeless street.
The children are ten-year-old Rosavalda (“Rose”) and her seven-year-old brother
the house to lure the characters inside. The children don’t know that they’re illusions but vanish if attacked or forced into the house. The children died of starvation centuries ago after their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Putting a mystery in front of the characters at the very start of the adventure sets the tone for what’s ahead and draws them in to the story. The Story Opening table offers some ways to draw the
What’s actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on). 5 Someone is in love with one of the party
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
terrorizing creatures of the Tegefed Mountains The detonation in the forge draws the attention of Grisdelfawr, the young red dragon who recently took up residence in the Tegefed Mountains. Within
the magic of the kagu-svirfneblin’s shimmering dome. If Grisdelfawr is reduced to 50 hit points or fewer, he retreats. If characters stay inside the forge instead of heading outside to fight
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being
using thieves’ tools. A knock spell cast on the hatch also opens it until the start of the caster’s next turn. A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
characters to seek them out and use them to defeat Acererak. Treasure The dao wears two sapphire cords (1,250 gp each), two platinum armbands engraved with dueling dragons (750 gp each), and a topaz belly-button gemstone (500 gp).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cauldron draws their prey inside. Although they prefer to attack at range with their spells, they can grow magic claws using alter self. When the cauldron is touched by someone who also speaks the proper
command word (“Gorah!”), it magically heats any liquid placed inside it and remains hot for 3 hours, or until the command word is spoken again by someone within 5 feet of the cauldron. Once the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just
a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key. A rare or rarer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates (see “Gates”). The space inside the arch bears a bas-relief of a female dwarf standing with her eyes closed. A large keyhole is carved into the head of a stone hammer she clutches to
corroded and worthless. A water pump to the northwest has survived the umber hulks’ rampage, but it is rusted and no longer draws water.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
warlord and bring back a Deck of Many Things and other trophies. 5 As an army besieges the abbey, a knight draws the Skull card from a Deck of Many Things. Skull-headed Undead appear and massacre
grass and barely discernible. Recently, a young displacer beast (or displacer beast kitten from The Wild Beyond the Witchlight) exploring the bell accidentally tipped it over and got caught inside
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
base of a mountain. Inside the cave, shattered fragments of lavender crystal lie scattered about the feet of cracked and broken statues made of the same crystal. The statues depict panicked human
character can search the room and make a DC 16 Wisdom (Perception) check. On a success, the character finds an Efreeti Bottle inside a secret cubbyhole in one of the walls. H9c: Rooftop. Protruding






