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Returning 4 results for 'warded activated'.
Other Suggestions:
warded activate
warded activates
wardens activated
wasted activated
wander activated
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
find. Or it can be disarmed with a successful DC 15 Dexterity check using thieves’ tools. If the check to disarm fails by 5 or more, the trap is triggered. If the trap is activated, each creature
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
find. Or it can be disarmed with a successful DC 15 Dexterity check using thieves’ tools. If the check to disarm fails by 5 or more, the trap is triggered. If the trap is activated, each creature
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
activated as a bonus action by the driver or any creature within 5 feet of them. When a creature steps or grabs onto a protected section, that creature must succeed on a Dexterity saving throw or be
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
activated as a bonus action by the driver or any creature within 5 feet of them. When a creature steps or grabs onto a protected section, that creature must succeed on a Dexterity saving throw or be
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making