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Returning 35 results for 'bad been diffusing centered rooting'.
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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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters 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->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->Eberron: Rising from the Last War
than compassion as the primary tool for rooting out evil. And in Thrane, the church has become the ruling body. While still driven by Tira’s principles of redemption and sacrifice, the intrusion of
principles. As a paladin, are you part of the templar order, or were you a farmer called to action by the Voice of the Silver Flame? The Silver Flame is centered in Thrane, but it has a strong presence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
than compassion as the primary tool for rooting out evil. And in Thrane, the church has become the ruling body. While still driven by Tira’s principles of redemption and sacrifice, the intrusion of
principles. As a paladin, are you part of the templar order, or were you a farmer called to action by the Voice of the Silver Flame? The Silver Flame is centered in Thrane, but it has a strong presence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
than compassion as the primary tool for rooting out evil. And in Thrane, the church has become the ruling body. While still driven by Tira’s principles of redemption and sacrifice, the intrusion of
principles. As a paladin, are you part of the templar order, or were you a farmer called to action by the Voice of the Silver Flame? The Silver Flame is centered in Thrane, but it has a strong presence
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.
Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point
to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.
Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point
to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.
Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point
to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
dualistic religion. Whatever the terms in which the dualism is expressed, half of the pair is usually believed to be good — beneficial, desirable, or holy — while the other half is considered bad, if not
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
dualistic religion. Whatever the terms in which the dualism is expressed, half of the pair is usually believed to be good — beneficial, desirable, or holy — while the other half is considered bad, if not
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
dualistic religion. Whatever the terms in which the dualism is expressed, half of the pair is usually believed to be good — beneficial, desirable, or holy — while the other half is considered bad, if not
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
valuable art objects, but all are knockoffs acquired from dubious sources. The haphazardly assembled collection is a testament to bad taste. Wax Statue. A 6-foot-tall wax statue in one corner depicts
false bottom rises and pulls the cork out of a thin glass vial hidden underneath it. The uncorked vial releases a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the chest. The






