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Returning 35 results for 'unless arcana'.
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unless arcane
unleash arcana
Magic Items
Dungeon Master’s Guide
that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the
within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
Feats
Planescape: Adventures in the Multiverse
its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action.
Portal Sense. You know the direction to the last planar portal you used while you and
action, you can concentrate on a portal you’re aware of that is within 5 feet of yourself and make a DC 20 Intelligence (Arcana) check. On a failed check, you take 3d8 psychic damage and can’t
Sphere of Annihilation
Legacy
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Magic Items
Basic Rules (2014)
that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the
action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5
Monsters
Keys from the Golden Vault
;t be contacted telepathically unless she allows such contact.Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
character who examines any visible tattoos and succeeds on a DC 15 Intelligence (Investigation) check notices some of the hidden marks.
A character who succeeds on a DC 15 Intelligence (Arcana) check determines that the sigils have something to do with minds or telepathy.PsychicPoison
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
, the creature in the tank takes 55 (10d10) necrotic damage; they remain unmodified unless the process is started over.
In Lord Syuul’s absence, the enucleator has enough energy stored to make
Magic Items
Tomb of Annihilation
known on many worlds as a sign of death.
Beneficial Properties. While the staff is on your person, you gain the following benefits:
Your proficiency bonus to Intelligence (Arcana) and Intelligence
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Monsters
Fizban's Treasury of Dragons
other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Monsters
Fizban's Treasury of Dragons
mind flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Temple Features Ceilings Unless otherwise noted, chamber ceilings are 20 feet high and corridor ceilings are 10 feet high. Doors Doors are made from worked stone, with 4-inch-wide holes spaced along
their bottoms to allow Medium and smaller snakes to pass through. Doors are unlocked unless noted otherwise. Illumination Oil lamps provide dim light throughout the complex. Each lamp burns with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the
feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the
feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the Arcana skill recognizes the shield guardian for what it is with a successful DC 10 Intelligence (Arcana) check. A character who searches the area and succeeds on a DC 10 Wisdom (Survival) check
vegepygmy tribes. Random encounters with such creatures are automatically hostile unless characters placate the tribes with treasure or convince them of Vorn’s “wish” to be moved elsewhere.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Strength (Athletics) check. Either check’s DC is 15 unless the text states otherwise. Light Unless otherwise noted, all areas are brightly lit by lamps imbued with continual flame spells. Walls and Floors
guards unless the characters take extraordinary measures. Wards The building is warded against teleportation and planar travel. Effects like the dimension door spell can’t be used to enter, exit, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a pit filled with silvery mist. Encased in the stalactite is Mirrk, a female githyanki gish (see appendix A for statistics; see also “Crystal Stalactites”).
Guards. Unless they have been lured
, using the wall as a focus. A character who examines the wall can, with a successful DC 14 Intelligence (Arcana) check, ascertain that it’s a scrying device and figure out how it works.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+7
Cha 13 +1 +1
Skills Arcana +4, Perception +7
Immunities Fire, Poison; Poisoned
Senses Passive Perception 17
Languages Primordial (Ignan)
CR 6 (XP 2,300; PB +3)
Traits
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10) Fire damage unless the azer has the Incapacitated
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
interfere elsewhere without direct orders from Rezmir, and she won’t give such an order unless it is the direst of emergencies. A character who inspects the contents of the observatory recognizes the
farseer of Illusk with a successful DC 15 Intelligence (Arcana) check. After its true nature is ascertained, using it to view a distant location requires a successful DC 15 Intelligence (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
interfere elsewhere without direct orders from Rezmir, and she won’t give such an order unless it is the direst of emergencies. A character who inspects the contents of the observatory recognizes the
farseer of Illusk with a successful DC 15 Intelligence (Arcana) check. After its true nature is ascertained, using it to view a distant location requires a successful DC 15 Intelligence (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
begins to stink of sulfur.
A character who considers these environmental details as a Study action can make a DC 12 Intelligence (Arcana or Nature) check. On a success, the character recognizes these
as signs that a black dragon’s lair is nearby.
Cobblehook Corsairs Other than Pierre, the only Corsairs who remain in the cove have sworn undying loyalty to Sablewing. Unless otherwise stated, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
)
CHA
11 (+0)
Skills Arcana +5, Perception +2
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed
effects.
Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
(+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Wis +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing
humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
12(+1)
WIS
14(+2)
CHA
16(+3)
Saving Throws Wis +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
astral dreadnought unless the characters stop them. The astral dreadnought is called Arekanz. Arekanz has been consuming dead gods, but in this unreality, Vecna spitefully cursed the gods’ remains to
action. A character who succeeds on a DC 15 Intelligence (Arcana) check recognizes Arekanz as an astral dreadnought, a creature that has a demiplane where its stomach should be. Everything the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
north wall.
Dalk Dranzorg Theodora Halvhrest used this room to tastefully indulge her interest in spiritualism. Wards and images here deter the house’s spirits from entering the room unless summoned
these books gains advantage on their next Intelligence (Arcana or Religion) check related to the undead or the history of the House of Lament. These books can also be used to identify the Mark of the Raven, the symbol of the god Ezra, and the symbol of the priests of Osybus (see chapter 3).
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
dangerous. The experiment explodes in three rounds unless the characters add the final ingredient to the mix: a sprig of wolfsbane. A character must take the Study action and succeed on a DC 15
Intelligence (Arcana or Nature) check to know how to proceed. If the experiment explodes, each creature in room takes 7 (2d6) Acid damage. If the characters add wolfsbane, they complete the potion
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Tam’s lich servants.
The phylacteries can’t be harmed while they are protected by the magic of the sepulcher. However, a successful DC 10 Intelligence (Arcana) check made while examining a sepulcher
Intelligence (Arcana or Religion) checks performed by a character who is proficient in that skill and is touching the target sepulcher. On each failed check, the character takes force damage equal to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Skills Arcana +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages Aquan, Common
Challenge 2
subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
fight, but the characters might have a trick up their collective sleeves. Holy Runes Any character trained in Arcana, History, or Religion recognizes that the runes etched into the stonework of each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of
Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Unless stated otherwise, ceilings in rooms are 15 feet high, and those in passages are 10 feet high. Doors Doors in the gardens are made of stone. Extraplanar Plants Luke Eidenschink Several plants in
the gardens originate in the Outer Planes. As a Study action, a character can make a DC 15 Intelligence (Arcana or Nature) check. On a success, the character knows the plane of existence where a plant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the
someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
loose them as fiery rays from its eye sockets. Eldritch Rejuvenation. A flameskull’s shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse
)
WIS
10 (+0)
CHA
11 (+0)
Skills Arcana +5, Perception +2
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
attack roll it makes before the end of its next turn.
Flameskull Skull Smoldering with Magical Obsession
Habitat: Underdark; Treasure: Arcana
Flameskulls are flying skulls that blaze with magical
fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. A creature takes this damage only once per turn. Nothing can physically pass through the dome unless certain conditions are met, as explained below. However, the dome doesn’t block ethereal creatures
or prevent the use of spells such as dimension door or teleport. The dome is impervious to most damage. However, a character who examines the dome and succeeds on a DC 15 Intelligence (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warded areas. Unless the hell hounds are first destroyed, the only way to safely climb the stairs is to disarm the runes with a successful DC 15 Intelligence (Arcana) check. Failure by 5 or more triggers
, making finishing a long rest impossible unless the characters leave the area. Front Door The door leading into the ground floor at the base of the lighthouse is both locked and trapped. Fusillade Trap. A