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Returning 35 results for 'removing from check'.
Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Monsters
Spelljammer: Adventures in Space
itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful DC 18 Strength check. On a failed check, the action is wasted
as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship.
Monsters
Curse of Strahd
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall.
After Strahd was transformed into a vampire, several of the castle guards retreated to this room, but Strahd caught them and slaughtered them in a brutal show of violence. Removing one of the
shields or swords from the wall requires a successful DC 10 Strength check. None of the items found here are valuable.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north wall and succeeds on a DC 15 Intelligence (Investigation) check discovers that one of the spider carvings on that wall can be detached. The carving is 6 feet off the floor, weighs 10 pounds, and
acts as a plug sealing a stone tube. Removing the plug causes 250 pp to cascade out of the tube onto the floor.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall.
After Strahd was transformed into a vampire, several of the castle guards retreated to this room, but Strahd caught them and slaughtered them in a brutal show of violence. Removing one of the
shields or swords from the wall requires a successful DC 10 Strength check. None of the items found here are valuable.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north wall and succeeds on a DC 15 Intelligence (Investigation) check discovers that one of the spider carvings on that wall can be detached. The carving is 6 feet off the floor, weighs 10 pounds, and
acts as a plug sealing a stone tube. Removing the plug causes 250 pp to cascade out of the tube onto the floor.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, removing a level of exhaustion, or restoring the damaged vehicle’s hit points. Each option is discussed below. End a Mishap A creature can use its action to make an ability check based on the nature
of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, removing a level of exhaustion, or restoring the damaged vehicle’s hit points. Each option is discussed below. End a Mishap A creature can use its action to make an ability check based on the nature
of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attack anything that enters the room. The chain can be broken with a strike from a magic weapon or an adamantine weapon, or with a successful DC 25 Strength (Athletics) check. Strapped to the nothic’s
from removing the helmet. While the nothic wears its bizarre helmet, all sending spells that would normally be received by Halaster Blackcloak are instead received by the nothic (see “Sending Spells
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
continues on the other side, but one must make the climb with care or risk causing the rubble to shift and alert the worm (see below). Removing enough debris to allow a Small or Medium humanoid to
Dexterity or Strength checks. Failure on either check means a boulder falls from a height or the character slips and causes a cascade of rubble, alerting the worm’s tremorsense. Once a gap is created
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
around the symbol on the floor. Any character who studies the circle and succeeds on a DC 20 Intelligence (Arcana) check can ascertain its properties. The check is made with advantage if the character is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
continues on the other side, but one must make the climb with care or risk causing the rubble to shift and alert the worm (see below). Removing enough debris to allow a Small or Medium humanoid to
Dexterity or Strength checks. Failure on either check means a boulder falls from a height or the character slips and causes a cascade of rubble, alerting the worm’s tremorsense. Once a gap is created
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Machine. Removing this component deactivates the controls and shuts down all the experiments underway here. Treasure Any search of this area recovers a set of alchemist’s supplies, a set of glassblower’s
tools, and a set of tinker’s tools. In addition, a successful DC 14 Intelligence (Arcana) check identifies two vials of thessaltoxin poison, one vial of blood of the lycanthrope antidote, one vial of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Machine. Removing this component deactivates the controls and shuts down all the experiments underway here. Treasure Any search of this area recovers a set of alchemist’s supplies, a set of glassblower’s
tools, and a set of tinker’s tools. In addition, a successful DC 14 Intelligence (Arcana) check identifies two vials of thessaltoxin poison, one vial of blood of the lycanthrope antidote, one vial of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
23. Family Crypts Several crypts have been hewn from the earth. Each crypt is sealed with a stone slab unless noted otherwise. Removing a slab from its fitting requires a successful DC 15 Strength
(Athletics) check; using a crowbar or the like grants advantage on the check. 23A. Empty Crypt The blank stone slab meant to seal this crypt leans against a nearby wall. The crypt is empty. 23B
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
around the symbol on the floor. Any character who studies the circle and succeeds on a DC 20 Intelligence (Arcana) check can ascertain its properties. The check is made with advantage if the character is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
13. Chamber of Three Chests When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the
) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
13. Chamber of Three Chests When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the
) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
23. Family Crypts Several crypts have been hewn from the earth. Each crypt is sealed with a stone slab unless noted otherwise. Removing a slab from its fitting requires a successful DC 15 Strength
(Athletics) check; using a crowbar or the like grants advantage on the check. 23A. Empty Crypt The blank stone slab meant to seal this crypt leans against a nearby wall. The crypt is empty. 23B
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attack anything that enters the room. The chain can be broken with a strike from a magic weapon or an adamantine weapon, or with a successful DC 25 Strength (Athletics) check. Strapped to the nothic’s
from removing the helmet. While the nothic wears its bizarre helmet, all sending spells that would normally be received by Halaster Blackcloak are instead received by the nothic (see “Sending Spells
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
targeted him. A successful DC 12 Wisdom (Insight) check suggests he’s lying. He flees the scene, but not before telling the characters to meet him at the Shattered Spire the following day so he can reward
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
targeted him. A successful DC 12 Wisdom (Insight) check suggests he’s lying. He flees the scene, but not before telling the characters to meet him at the Shattered Spire the following day so he can reward
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The aquarium can be slowly drained by removing a fist-sized plug near the base of the car’s portside wall. As an action, a character within reach of the plug can try to pull it out, doing so with a
successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature that examines the beam and succeeds on a DC 15 Intelligence (Investigation) check notices the tilt. When the characters enter the room, the beam’s weight rests on the far end. When any amount of
condition until the magnetic field deactivates. Removing pressure from the plate—such as by putting more weight on the opposite end of the beam—deactivates the magnetic field. If the whole party has access to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character’s next check made to control the ritual. Removing Components. Any of the components fueling the ritual can be removed as an action with a successful DC 12 Intelligence (Arcana) check or
Dexterity check using jeweler’s tools or thieves’ tools. A failed check results in a mishap (see below). Removing a component weakens the ritual, preventing it from summoning any goblins or raising Splugoth
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The tapestry weighs about 200 pounds and is worth 2,500 gp. Simply removing the semiprecious stones provides garnets, agates, moonstones, and others worth about 800 gp. Close examination of the
tapestries and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The aquarium can be slowly drained by removing a fist-sized plug near the base of the car’s portside wall. As an action, a character within reach of the plug can try to pull it out, doing so with a
successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tapestry weighs about 200 pounds and is worth 2,500 gp. Simply removing the semiprecious stones provides garnets, agates, moonstones, and others worth about 800 gp. Close examination of the tapestries
and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and black
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
successful check doesn’t reveal the mechanism to open it. That can be found only through trial and error, or the characters can bypass the mechanism with a knock spell or similar magic. The secret door at
the northern end of the east wall is sealed shut. If the torch is taken from the skeleton’s hand and placed back in the empty sconce, the secret door swings inward, revealing area K39 beyond. Removing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tapestry weighs about 200 pounds and is worth 2,500 gp. Simply removing the semiprecious stones provides garnets, agates, moonstones, and others worth about 800 gp. Close examination of the tapestries
and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and black
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The tapestry weighs about 200 pounds and is worth 2,500 gp. Simply removing the semiprecious stones provides garnets, agates, moonstones, and others worth about 800 gp. Close examination of the
tapestries and a successful DC 20 Intelligence (History) check reveals their locations in the Sword Coast region. The blue dragons are attacking a caravan crossing the desert of Anauroch, the white and