Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'T博体育比分(网址:NBA88.COM)T博体育比分_T博体育比分_T博体育比分_sa1sZaCtC'.
Compendium
- Sources->Basic Rules
T | Monsters
Compendium
- Sources->Player's Handbook
T Spells
Compendium
- Sources->Monster Manual
T | Monsters Details, lore, and statistics for all monsters in the Monster Manual beginning with the letter "T" are detailed below.
Compendium
- Sources->Dungeon Master’s Guide
Magic Items (T)
Compendium
- Sources->Basic Rules
T Spells
Compendium
- Sources->Monsters of the Multiverse
Monsters: T
Compendium
- Sources->Dungeon Master’s Guide
Magic Items (S-T)
Compendium
- Sources->Volo's Guide to Monsters
Monsters T - V
Compendium
- Sources->Player's Handbook
Spell Descriptions (T-Z)
Compendium
- Sources->Xanathar's Guide to Everything
Items R - T
Compendium
- Sources->Curse of Strahd
T. Tsolenka Pass Chapter 9 explores the Tsolenka Pass, which hugs the side of Mount Ghakis.
Compendium
- Sources->Infernal Machine Rebuild
Monsters (T-Z)
Compendium
- Sources->Curse of Strahd
Random Encounters (T-Z) Trinket One random character finds a lost trinket. Read the following text to the player of that character: You kick something—a trinket buried in the dust. To determine what
Classes
spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Spells
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see
through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere
Equipment
A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.
spells
range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving
throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t
spells
’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40
, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to
Rules
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that
Spells
damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke
opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Equipment
Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks.
Spells
of 2 or less aren’t affected by this spell.Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
spells
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
Your walking speed increases by 10 feet.
You don’t provoke opportunity
attacks.
You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Classes
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the
Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder
Spells
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you
move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Spells
damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Spells
proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Spells
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see
spells
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you
move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a
Spells
’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one
.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Equipment
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
feats
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
use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn’t respond to
classes
This is Partnered Content
This content is available in your campaign with your DM’s permission but isn’t published by Wizards of the Coast. To use this content, enable Critical Role in
as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the Age of Arcanum, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.
Equipment
Hammerhead ship;Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
Magic Items
This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede
bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.