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Returning 35 results for 'bad both diffusing clear round'.
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Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
Druidcraft
Legacy
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Spells
Basic Rules (2014)
the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
following spells, using Charisma as the spellcasting ability:
1/day each: daylight, lesser restorationThe archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit
archon overhead is a clear signal that one is entering the wilds.
An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this
Monsters
Curse of Strahd
Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Fizban's Treasury of Dragons
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Monsters
Princes of the Apocalypse
saving throw or be pulled up to 20 feet into the water and knocked prone.
Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with
round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6);{"diceNotation
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
per round and take no falling damage.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.Poison
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
Every group of orcs has particular superstitions and recognizes certain omens
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Speed
Legacy
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Rules
Every character has a speed, which is the distance in feet that the character can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation
before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for
rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
in the Nine Hells and enter the world.
Tiamat’s Appearance Tiamat’s heads enter the battle starting on the second round after the ritual is completed, in the following order: white, black, green
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Bad News As the party’s ship sails north toward the Thunder Cliffs, a southward-sailing vessel approaches them. The ships drop anchor and the captain of the other vessel, called the Uneasy Alliance
any survivors or salvageable wreckage, so they steered very clear of the area. Captain Winchet also relays that she’s heard other sailors talking about seeing a ghost ship in this area recently. The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
confinement in the Nine Hells and enter the world.
Tiamat’s Appearance Tiamat’s heads enter the battle starting on the second round after the ritual is completed, in the following order: white
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for
rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from the gods has no clear explanation, the priests might
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
the Outlands, one overrun with evil Fiends. This becomes clear a moment later when X01’s shouting escalates. Proceed with the following section. Corrupted Data The modron’s shouting becomes a screech
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Hark’s Hoard A large round rock fills the low, 4-foot-diameter tunnel leading to this cave. The boulder fits snugly in the tunnel and must be pushed into the cave to clear the passage. Moving the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
gauntlet of attackers watching the gates. Locks Characters can clear the cellar door with a few minutes’ work. The lock is stiff but opens with the key; without the key, the character can open the lock
with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear. A few yards inside the stream end is a nest of two swarms of rats
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Clear
whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
use their actions to chant and dance about. To complete the ritual, the druids must chant for 10 consecutive rounds, with at least one of them chanting each round. If a round goes by and none of the
might not understand what the druids are up to, they will no doubt wonder where the druids are sending the tree blight. As Wintersplinter travels north, its destination should become clear to characters
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gauntlet of attackers watching the gates. Locks Characters can clear the cellar door with a few minutes’ work. The lock is stiff but opens with the key; without the key, the character can open the lock
with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear. A few yards inside the stream end is a nest of two swarms of rats
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
deal with the rest of the gang. If they aren’t clear that investigating the Redbrand hideout should be their next move, have one of the NPCs they’ve already met in town make the suggestion directly and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
noticed—and who are trying to get away from the kitchen as fast as they can. You have a clear path to the kitchen door—and Curtie needs help!
When the characters enter area E6, they find the kitchen’s
, describe their friends and fellow students working in the background alongside them to help clear the bugs out of the kitchen. As soon as the mephits are dispatched, the magic flaring up in the kitchen fades
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
hours after spotting an enemy or finding other clear signs of enemy activity. In the case of other threats, troops remain on alert until the danger passes or is identified as a false alarm. Impostors
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of oak bound with thick bronze bands. Each is about 4 feet long, 2 feet wide, and 3 feet high. Gold. Opening the gold chest releases a swarm of poisonous snakes that slither out and attack next round
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hovers a few degrees above freezing year round, regardless of the season. Much of the meat brought in by the hunters feeds the cultists and the kobolds, but the extra is stored here for eventual use when
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
round, and heavily obscured areas become lightly obscured for 1 minute, then become clear.
Veil. Foggy cloudstuff materializes around the castle. After one minute, all creatures and objects in
Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
All-Clear. A noise akin
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
interrupt her if news comes from Darrett’s forces. When her aide leads the characters into the castle’s council chamber, read the following: This familiar conference hall and its large round table
, a woman in simple clothes sits in the governor’s chair, watching the proceedings with uncertainty.
Marshal Vendri sees you and stands, surprise clear on her face.
Vendri calls for silence and






