Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'ground chaining lock'.
Other Suggestions:
ground chaining look
ground chaining loud
ground chaining lucky
ground chaining long
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Spells
Lost Laboratory of Kwalish
and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.
As soon as the lid of the chest
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
held shut by an arcane lock spell (see “Prison Features”). This hatch leads to the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold weather
prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An arcane lock spell seals the hatch (see “Prison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
force open. Light. During the day, the castle’s windows and arrow slits provide bright light for all interior spaces. At night, interior spaces are brightly lit with small oil lamps. Locks. A lock
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
some food into your mouth plant a banner in the ground fish a few coins from your belt pouch drink all the ale in a flagon throw a lever or a switch pull a torch from a sconce take a book from a shelf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
some food into your mouth plant a banner in the ground fish a few coins from your belt pouch drink all the ale in a flagon throw a lever or a switch pull a torch from a sconce take a book from a shelf
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
denizens of the monastery (such as the duergar), each carries 2d10 gp in mixed coinage and minor valuables. Walls. The roof of the monastery is about 25 feet above the ground, but the walls have patches
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
conical rooftop (areas 31–area 33) juts upward and outward from the southeastern part of the wall, rising another 120 feet into the air. Trees and shrubs sprout from the ground here and there, and
three telescopes are mounted to the battlements. A wrought iron spiral staircase descends through a hole in the ground, leading down to area 19. Near the staircase is a pile of rocks that cloud giants can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flying swords that deal bludgeoning damage instead of slashing damage. If the specter is defeated, the pots and pans clatter to the ground, becoming inanimate once more. 2d. Kalabash’s Bedroom The door to
of solid construction, and its steel lock is warded with a magic trap. Picking the lock requires thieves' tools and a successful DC 15 Dexterity check. If that check does not succeed, or if anyone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thunder that make the castle shudder. Thick, cold fog swirls in this courtyard. Sporadic flashes of lightning lance the weeping clouds overhead as thunder shakes the ground. Through the drizzle, you
courtyard and leads to area K25. No light can be seen through the great window. Gate Towers Each outer gate tower has an ironbound door with a built-in lock. Characters who enter a gate tower find
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15
ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adorn the walls, and mud and dirt have accumulated on the floor. O2. Ground Level Stone spiral stairs curl up into the tower and down into the cellar. Set into the west wall is a fireplace blackened
supply of edible rations. Set into the north wall is a sturdy oak door with iron fittings and a built-in lock. Locked Door. The door to area O5 is locked. The lock can be picked by a character who uses
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
General Features Skalderang Conservatory has stone walls and a stone-tiled ground floor. The upper floors have polished mahogany floors and wainscoting. Other prevalent features are summarized in the
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
15 to 30 feet. Due to the rubble, the ground around the pit counts as difficult terrain. Four Daask goblins guard this area and rely on darkvision to see. They hide in the pit when the characters
’ tools picks the manacles’ lock, and a character who succeeds on a DC 17 Strength (Athletics) check breaks the manacles loose. A character who succeeds on a DC 11 Intelligence (Investigation) check finds
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
19. Steering Tower Blagothkus has secured the door to this tower with an arcane lock. It can be opened normally by a giant or by a knock spell. For everyone else, breaking it down is largely
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
19. Steering Tower Blagothkus has secured the door to this tower with an arcane lock. It can be opened normally by a giant or by a knock spell. For everyone else, breaking it down is largely
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dexterity check. The courtyard warden (see area K3) carries the key to the lock. A Small character can try to squeeze under the gate or between its wooden bars, doing so with a successful DC 20 Dexterity
. The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
This windowless, two-story structure has a single door tucked near a corner on the ground floor. Standing in front of the door is an eight-foot-tall, bipedal construct made of chipped stone, rusty metal
. Animated suits of armor do much of the assembly work in Tockworth’s workshop L9a: Workshop, Lower Floor The ground floor is one big work area containing a smelter, drums filled with clockwork parts
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
their perfidy. The ground in the portico is swept and free of weeds, thanks to the efforts of the ghost Newmy (see area B2). The entrance to the tomb isn’t locked. It opens onto a small room containing
mechanism below the phrase “NO WORLD TO RETURN.” This mechanism is a lock. As an action, a character with thieves’ tools can use them to try to pick the lock, doing so with a successful DC 16
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spiral staircase to an attic that Nim uses as a lair — only to find the attic’s door fitted with a new lock. Valetta doesn’t recognize the lock or have a key to open it, but a character using thieves
’ tools can pick the lock with a successful DC 20 Dexterity check. A knock spell or similar magic also opens the door. Valetta won’t allow characters to break down the door, but she does permit them to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can enter the dollhouse through its front door or one of its windows and explore its interior, which has a gloomy foyer, parlor, kitchen, and dining room on the ground floor; two bedrooms, a sewing
the roof is hinged, like the lid of a toybox. It is held shut by an arcane lock spell that only Granny Nightshade can bypass without using magic. No amount of brute force will open the sealed roof
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
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
, read: The skull turns to black ash that floats away, and the eight gems embedded in it fall to the ground.
The gems that contain souls gleam with inner light. If such a gem is crushed, the soul is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
gate” service.
8 The guards wave travelers through without a second look.
Flaming Fist Reactions d8 Reaction
1 The guards demand that everyone drop to the ground, bludgeoning
they might be guilty.
Watch Reactions d8 Reaction
1 The guards immediately arrest the poorest looking person involved and lock them in jail for 24 hours before letting them go.
2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance.
The entry door is unlocked but closed and is too heavy to push open except with 1
commanders (see appendix A) are positioned at the entrance’s arrow slits. The arrow slits are 10 feet above the ground and can be reached from inside Zorzula’s Rest via the spiral staircases in area Z2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
- Ink pen 2 cp - Jug or pitcher 2 cp 4 lb. Ladder (10 foot) 1 sp 25 lb. Lamp 5 sp 1 lb. Lantern, bullseye 10 gp 2 lb. Lantern, hooded 5 gp 2 lb. Lock 10 gp 1 lb. Magnifying glass 100 gp - Manacles 2
on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the victim immobilized. Trigger. A creature that steps on the bear
with leaves and dirt to look like solid ground. This type of trap is useful for blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow for movement around






