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Returning 35 results for 'barren bottom diffusing cantrips rolling'.
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Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Canyon Entrance The mouth of the canyon is a grassy ravine with a shallow but swift-flowing river at the bottom. A moss-covered log spans the river at one point. As one heads north into the canyon
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Canyon Entrance The mouth of the canyon is a grassy ravine with a shallow but swift-flowing river at the bottom. A moss-covered log spans the river at one point. As one heads north into the canyon
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Canyon Entrance The mouth of the canyon is a grassy ravine with a shallow but swift-flowing river at the bottom. A moss-covered log spans the river at one point. As one heads north into the canyon
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
wind almost always blows here, and it isn’t uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isn’t barren. Even if many monsters hide in the tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
“Treasure” below). The gas spores carry the memories of the beholder that birthed them. A creature that inhales the spores inherits a random beholder memory, determined by rolling on the Beholder
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
wind almost always blows here, and it isn’t uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isn’t barren. Even if many monsters hide in the tall
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
wind almost always blows here, and it isn’t uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isn’t barren. Even if many monsters hide in the tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find
a successful save. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cling to the canyon’s sides. Reaching some of these natural platforms requires a dangerous climb over jagged rocks. The top of the canyon has a few scrubby plants, but is otherwise barren. Flying monsters
, such as chimeras, griffons, harpies, and manticores, make nests on the sides of the canyon. At the bottom of the gorge, a river cuts through the stone. A massive statue of Mogis is carved into an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find
a successful save. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find
a successful save. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cling to the canyon’s sides. Reaching some of these natural platforms requires a dangerous climb over jagged rocks. The top of the canyon has a few scrubby plants, but is otherwise barren. Flying monsters
, such as chimeras, griffons, harpies, and manticores, make nests on the sides of the canyon. At the bottom of the gorge, a river cuts through the stone. A massive statue of Mogis is carved into an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the land flattens out into gently rolling, fertile hills dotted with forests and patches of grassland. Communities of halflings occupy the polar areas, while the barren wastes are populated by
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
magic, you have learned to cast spells. Cantrips. You know four Wizard cantrips. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your
can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. Spell DC: 14 Spell Attack Modifier: +6 Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cling to the canyon’s sides. Reaching some of these natural platforms requires a dangerous climb over jagged rocks. The top of the canyon has a few scrubby plants, but is otherwise barren. Flying monsters
, such as chimeras, griffons, harpies, and manticores, make nests on the sides of the canyon. At the bottom of the gorge, a river cuts through the stone. A massive statue of Mogis is carved into an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the land flattens out into gently rolling, fertile hills dotted with forests and patches of grassland. Communities of halflings occupy the polar areas, while the barren wastes are populated by
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the land flattens out into gently rolling, fertile hills dotted with forests and patches of grassland. Communities of halflings occupy the polar areas, while the barren wastes are populated by
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
magic, you have learned to cast spells. Cantrips. You know four Wizard cantrips. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your
can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. Spell DC: 14 Spell Attack Modifier: +6 Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
magic, you have learned to cast spells. Cantrips. You know four Wizard cantrips. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your
can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. Spell DC: 14 Spell Attack Modifier: +6 Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine. The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine. The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine. The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Presto Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
Spell DC: 14
Spell Attack Modifier: +6
Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell






