Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'next contest repair pdf'.
Other Suggestions:
next contents regain pdf
next contents remain pdf
next contact regain pdf
next contact remain pdf
next conquest remain pdf
Magic Items
Dungeon Master’s Guide
the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, increasing its speed by 30 feet until initiative count 20 on the next round.
Repair. The vessel regains 22 (4d10);{"diceNotation":"4d10","rollType":"heal","rollAction":"Repair"} hit points.
Regional
take the same lair action two rounds in a row:
Gale. The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a
Monsters
Phandelver and Below: The Shattered Obelisk
until the end of its next turn.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom
Monsters
Acquisitions Incorporated
saving throws until the start of Brahma's next turn.War Lute. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Lute"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2
Charisma checks made as part of a contest with Brahma.Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours.Multiattack. The corpse flower makes three Tentacle attacks.
Tentacle. Melee
of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.Multiattack. Hutijin makes
command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the
Magic Items
Phandelver and Below: The Shattered Obelisk
unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower
from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower
Monsters
Fizban's Treasury of Dragons
creature takes 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature
must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
and must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can
Monsters
Fizban's Treasury of Dragons
, the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
Monsters
Fizban's Treasury of Dragons
(16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack
the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object
Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18
) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.
Sentience. The Sword of Kas is a
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Equipment
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM
Equipment
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS
Equipment
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS
Equipment
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS
Equipment
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS
Equipment
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS
Equipment
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and
or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands: The item insists on being carried
takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Tell Us In Song! The next time the characters are in the Biblioplex, they’re challenged to a sing-off. Another student is part of this scene—ideally a student the characters have interacted with, or
characters: “That’s the other Mage Tower team! They’re trying to steal your fans!”
The opposing Mage Tower team challenges the characters to a singing contest to win over the student body. This event
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high
damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high
damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Chug Champion The tavern’s signature game is a nightly contest called chug champion. Playing the Game To play chug champion, participants—called “chuggers”—line up at the bar and pay 5 GP
proceed to the next round. A character who succeeds on all three saves wins the game.
If multiple characters succeed on all three saving throws, compare the results of those chuggers’ last saves
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.






