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Returning 35 results for 'bards barriers diffusing counts reduced'.
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Spells
Player’s Handbook
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Magic Items
Dungeon Master’s Guide
that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears
expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo
Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
Equipment
Oil is slick and highly flammable. An area coated in War Oil counts as Difficult Terrain, and a creature that starting its turn in a coated area or enters the coated area for the first time on a turn
must succeed a DC 10 Dexterity saving throw or gain the Prone condition and have its Speed reduced to 0 until the end of its turn.
Additionally, if a creature or area coated with War Oil is exposed to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a
creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a
creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace” in chapter 2). Creatures can become acclimated to a high altitude by spending
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a
creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace” in chapter 2). Creatures can become acclimated to a high altitude by spending
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace” in chapter 2). Creatures can become acclimated to a high altitude by spending
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand
proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
effect that calls for a damage roll (including Magic Missile) even if the damage roll is not preceded by an attack roll. Which Spell Scrolls can Bards understand—spells from the Bard list only, or
, does using Combat Inspiration’s Offense feature mean that the Bardic Inspiration die counts as a damage die for purposes of Critical Hits? Yes.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts
as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a
Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a
Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
effect that calls for a damage roll (including Magic Missile) even if the damage roll is not preceded by an attack roll. Which Spell Scrolls can Bards understand—spells from the Bard list only, or
, does using Combat Inspiration’s Offense feature mean that the Bardic Inspiration die counts as a damage die for purposes of Critical Hits? Yes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a
Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts
as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts
as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
effect that calls for a damage roll (including Magic Missile) even if the damage roll is not preceded by an attack roll. Which Spell Scrolls can Bards understand—spells from the Bard list only, or
, does using Combat Inspiration’s Offense feature mean that the Bardic Inspiration die counts as a damage die for purposes of Critical Hits? Yes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier






