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Returning 35 results for 'bad barriers diffusing centered revived'.
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Circle of Power
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
Monsters
Bigby Presents: Glory of the Giants
soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Hours"} hours. If the creature isn’t revived
in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollAction":"Synaptic Rend"}. The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Monsters
Eberron: Rising from the Last War
eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving
-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8);{"diceNotation":"10d8
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
Synaptic Rend (Recharge 5–6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
Synaptic Rend (Recharge 5–6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
Synaptic Rend (Recharge 5–6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life
next turn.
Infernal Orb. The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life
next turn.
Infernal Orb. The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life
next turn.
Infernal Orb. The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in force, though the circumstances are different. The hags believe strongly in hospitality and reciprocity, but they have a self-centered view of ownership—each claims ownership of everything in her
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in force, though the circumstances are different. The hags believe strongly in hospitality and reciprocity, but they have a self-centered view of ownership—each claims ownership of everything in her
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in force, though the circumstances are different. The hags believe strongly in hospitality and reciprocity, but they have a self-centered view of ownership—each claims ownership of everything in her
it’s not even clear to other residents of Prismeer when a rule has been broken. For example, brigands are able to take what they want from other folk without paying for it, and nothing bad seems to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Envelope and Gravity Plane Air Envelopes of Creatures The envelope of breathable air that forms around a creature takes the shape of a cube centered on that creature. The creature’s size determines the
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Envelope and Gravity Plane Air Envelopes of Creatures The envelope of breathable air that forms around a creature takes the shape of a cube centered on that creature. The creature’s size determines the
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Envelope and Gravity Plane Air Envelopes of Creatures The envelope of breathable air that forms around a creature takes the shape of a cube centered on that creature. The creature’s size determines the
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once. Boons of Undeath d6
in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of itself must make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once. Boons of Undeath d6
in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of itself must make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once. Boons of Undeath d6
in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of itself must make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Reactions
Learn from the Past (2/Day). When another creature
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the quori’s eyes. The target can’t be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21
. Only the wish spell can free the thrall from this control.
Swarm of Eyes (Recharge 6). The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the quori’s eyes. The target can’t be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21
. Only the wish spell can free the thrall from this control.
Swarm of Eyes (Recharge 6). The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the quori’s eyes. The target can’t be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21
. Only the wish spell can free the thrall from this control.
Swarm of Eyes (Recharge 6). The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see






