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Returning 20 results for 'drinks slot'.
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drink slot
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent
Monsters
Candlekeep Mysteries
(2 slots): contagion, scrying
6th level (1 slot): harmMultiattack. Valin can use her Dreadful Glare and makes one attack with her rotting fist.
Rotting Fist. Melee Weapon Attack: +9;{"diceNotation
and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other
Monsters
Waterdeep: Dungeon of the Mad Mage
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated
requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it
separately. Each elixir requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action
, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the magic of a charm, as might a character who solves a sphinx’s riddle or drinks from a magic fountain. Legendary creatures, such as ancient gold dragons and unicorns, sometimes grace their allies
be used a specific number of times before vanishing. If a charm lets you cast a spell, you are able to do so without spending a spell slot or providing any components (verbal, somatic, or material
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long
can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time, range, and duration; if the spell requires Concentration, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. The elixir
slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling. When you reach certain Artificer levels, you can make an additional elixir
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. With its phylactery prepared, the future lich drinks a potion of
, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
powder in the flask with any liquid will create a special potion. A creature that drinks it must succeed on a DC 20 Constitution saving throw or become poisoned for 5,000 years. While poisoned in this
becomes immune to the poison’s effect for 1 hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. Creatures. The two bodies are martial arts adepts (see
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Devil’s Door. The relief is the key to opening the door to area T6. The door can be opened in no other way. When a creature standing within 5 feet of the relief casts a spell using a spell slot
, the spell slot is expended as normal, but the spell has no effect. Instead, the magic is absorbed by the relief, filling it with a number of charges equal to the level of spell slot expended and causing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tokens at the cashier, and presents everyone with a tray of drinks. These are complimentary beverages, loaded with rum and fruit juice. They taste delicious, but any character who imbibes four or more
drinks gains the poisoned condition for 1 hour, or until the character has a meal at the lounge. A total of twenty skeletons work the floor, acting as dealers, bartenders, wait staff, and entertainment
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Arcane Focus. An arcane focus is a special item--an orb
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(2 slots): contagion, insect plague
6th level (1 slot): harm
Actions
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon
presence: Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance. Divination spells cast within the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Antitoxin. A creature that drinks this vial of
. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Equipment Packs
The starting equipment you get from your class
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
drinks, packaged food that is ready to eat, souvenirs, and newspapers. A kenku wearing spectacles and standing behind a counter says, “Buy something, will ya?” in an old woman’s voice.
This store sells
inside. Money collected from ticket sales is placed in a small slot in a magic floor safe that can only be opened by a dwarf bearing the Mark of Warding. T13. Bathroom The bathroom contains six stalls
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
created, the creator must expend one spell slot of the spell’s level for each day of the creation process. The spell’s material components must also be at hand throughout the process. If the spell normally
Size Time Required Village 2d6 days Town 4d6 days City 6d6 days The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tables and copper slot machines. Just south of the game tables are two cashier booths. Just north of the games area is a secluded lounge that holds a small bar as well as chairs and couches. Security
rows of copper slot machines and five life and death tables, each with a different bet value: 1 cp, 5 cp, 1 sp, 1 gp, and 10 gp. A4: Minauros A narrow racing track dominates the center of this section