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Returning 35 results for 'press against and his cast'.
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Magic Items
Dungeon Master’s Guide (2024)
):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Cubic Gate
Legacy
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Magic Items
Basic Rules (2014)
linked to planes determined by the GM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use
an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
magic-items
Dungeon Master’s Guide (2024)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye
transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to
that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to
that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to
that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to
that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are
expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are
expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a
your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there
hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there
hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a
your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell
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
. Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
severe pressure and he can’t spare anyone to guide them. Moreover, the gnomes don’t allow strangers to buy or borrow their maps. Both Dorbo and Senni become evasive and angry if the characters press the
the highest spell level a spellcaster in the party can cast. “Operation: Exterminate?” The wererats of the Goldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
severe pressure and he can’t spare anyone to guide them. Moreover, the gnomes don’t allow strangers to buy or borrow their maps. Both Dorbo and Senni become evasive and angry if the characters press the
the highest spell level a spellcaster in the party can cast. “Operation: Exterminate?” The wererats of the Goldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out of
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
. Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
E4. Burgomaster’s Mansion A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
direction adds twenty miles to their journey to the worm nursery. If they press ahead, the voice shouts in Undercommon again: “Fools! Flee now! This is your final warning!” Once the adventurers enter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
direction adds twenty miles to their journey to the worm nursery. If they press ahead, the voice shouts in Undercommon again: “Fools! Flee now! This is your final warning!” Once the adventurers enter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
E4. Burgomaster’s Mansion A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
has 1 hit point and can’t attack or cast spells. An echo reduced to 0 hit points vanishes. It’s impossible to tell at a glance whether an echo is from the past or the future. Clothing and equipment
the venerable human archmage about the demonic incursion, Elminster reveals that the demonic incursion was the unintended result of a spell cast by Gromph Baenre, a former Archmage of Menzoberranzan
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
has 1 hit point and can’t attack or cast spells. An echo reduced to 0 hit points vanishes. It’s impossible to tell at a glance whether an echo is from the past or the future. Clothing and equipment
the venerable human archmage about the demonic incursion, Elminster reveals that the demonic incursion was the unintended result of a spell cast by Gromph Baenre, a former Archmage of Menzoberranzan
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. For example, if the creature is Bloodied, you might say the creature has visible wounds and appears beaten down. Such information gives the players a sense of progress and might spur them to press the
Dash action.” Monsters Casting Spells It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or otherwise
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
know Draconic, Professor Skant can translate the script for them. It reads: “Take the free, self-guided tour of Ythryn. Press the eye to cast the spell.”
A character can use an action to press the
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. For example, if the creature is Bloodied, you might say the creature has visible wounds and appears beaten down. Such information gives the players a sense of progress and might spur them to press the
Dash action.” Monsters Casting Spells It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or otherwise
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
know Draconic, Professor Skant can translate the script for them. It reads: “Take the free, self-guided tour of Ythryn. Press the eye to cast the spell.”
A character can use an action to press the
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was