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Returning 35 results for 'stuck all choose'.
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Spells
Player’s Handbook
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access
.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is
Species
Spelljammer: Adventures in Space
unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over
speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.
Magic Weapons
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it
Monsters
Fizban's Treasury of Dragons
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now stuck beneath
Backgrounds
Guildmasters’ Guide to Ravnica
Languages: Choose one of Draconic, Goblin, or Vedalken
Tool Proficiencies: One type of artisan’s tools
Equipment: An Izzet insignia, one set of artisan’s tools, the charred
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Creativity. Half the world’s troubles come from stodgy thinking, stuck in the past. We need innovative
Knock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle
more like closely related families than true subraces. Choose one of these subraces or one from another source.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knock 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a
set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knock 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a
set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
might not deal with frightful circumstances in the same way. During character creation, a player can choose up to two Seeds of Fear to represent things their character finds truly frightening. The
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
might not deal with frightful circumstances in the same way. During character creation, a player can choose up to two Seeds of Fear to represent things their character finds truly frightening. The
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet from the characters. But she can provide helpful advice if the characters get stuck and don’t know what to do. If you choose not to have Elra accompany the characters, her head fades away.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet from the characters. But she can provide helpful advice if the characters get stuck and don’t know what to do. If you choose not to have Elra accompany the characters, her head fades away.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
target has the Grappled condition while the weapon is stuck (escape DC 11). While stuck, the weapon can’t be used. The target can take an action to make a DC 11 Strength (Athletics) check, freeing the weapon on a success.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Preparing for the Play Characters who choose to perform a play are met by Motherhorn’s master of ceremonies, Stagefright, who is a goblin boss (chaotic neutral). Describe this meeting as follows: A
have time to memorize all the lines, we’ll need to improvise.” Tossing the script over one shoulder, he says, “Worry not! I’ll feed you lines from the wings if you get stuck!”
Have each player roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
target has the Grappled condition while the weapon is stuck (escape DC 11). While stuck, the weapon can’t be used. The target can take an action to make a DC 11 Strength (Athletics) check, freeing the weapon on a success.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Preparing for the Play Characters who choose to perform a play are met by Motherhorn’s master of ceremonies, Stagefright, who is a goblin boss (chaotic neutral). Describe this meeting as follows: A
have time to memorize all the lines, we’ll need to improvise.” Tossing the script over one shoulder, he says, “Worry not! I’ll feed you lines from the wings if you get stuck!”
Have each player roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
craftsmanship. When confronted by a locked door, a character with thieves’ tools can pick the lock with a successful DC 20 Dexterity check. A locked or stuck door can be forced open with a successful DC 20
. These tunnels can be ignored if you have no desire to expand the dungeon. If you choose to expand a level by creating new rooms of your own, you can attach your section of the dungeon to an existing map by using one of these connecting tunnels.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
craftsmanship. When confronted by a locked door, a character with thieves’ tools can pick the lock with a successful DC 20 Dexterity check. A locked or stuck door can be forced open with a successful DC 20
. These tunnels can be ignored if you have no desire to expand the dungeon. If you choose to expand a level by creating new rooms of your own, you can attach your section of the dungeon to an existing map by using one of these connecting tunnels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. You can take only one bonus action on your turn, so you must choose
which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
something as a bonus action. You otherwise don't have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one
available. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
something as a bonus action. You otherwise don't have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one
available. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. You can take only one bonus action on your turn, so you must choose
which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
throw, it can choose to succeed instead.
Actions
Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void.
Leeching Blade. Melee Weapon Attack: +14 to hit, reach 5 ft
encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
throw, it can choose to succeed instead.
Actions
Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void.
Leeching Blade. Melee Weapon Attack: +14 to hit, reach 5 ft
encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their paths. These Oozes are naturally transparent, making them difficult to see while they’re stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested
detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube’s contents. Gelatinous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their paths. These Oozes are naturally transparent, making them difficult to see while they’re stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested
detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube’s contents. Gelatinous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters’ ship. First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate
characters encounter it. Choose or roll for a ship’s disposition on the Ship Disposition table. Each disposition is described after the table. If you roll no special disposition, the ship is under no unusual
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters’ ship. First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate
characters encounter it. Choose or roll for a ship’s disposition on the Ship Disposition table. Each disposition is described after the table. If you roll no special disposition, the ship is under no unusual
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
humming a melody under their breath—the same tune that’s been stuck in your head since you woke up. After a moment, you realize that you too are humming along.
The characters are humming Shemshime’s rhyme
(2d8) psychic damage on a failed save. 6 Choose three creatures in the Firefly Cellar. Each one must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and makes a melee weapon attack against one creature of your choice as a reaction.